The vendor-neutral ray tracing acceleration emerges from the composition of several building blocks, such as VK_KHR_ray_query:
https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VK_KHR_ray_query.html
You can guess from the number of contributors that standardization took considerable effort. The API must support a variety of use-cases, including hybrid rendering.
Ray queries are the simplest of two available techniques, in which SPIRV shaders can cast arbitrary rays and get back a (distance sorted?) list of hits.
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