The good news is, I released a GLTF_renderer example in my OptiX Advanced Examples last week:
https://forums.developer.nvidia.com/t/optix-advanced-samples-on-github/48410/16
(Links to the github repository further up in that thread, inside the fourth post.)
That was originally based on the OptiX SDK optixMeshViewer example, but I replaced almost everything because that example was too limited.
Please read the GLTF_renderer specific README.md about what that example can do and what it cannot, yet.
The example source code itself is pretty well documented.
Note that GLTF has a very specific way how it defines meshes. A GLTF Mesh consists of Primitives and that is meant in the sense OpenGL draw commands, so each Primitive can hold arbitrary many geometric primitives (here triangles), and materials are assigned to these Primitives.
That specification results in a very specific way to build geometry acceleration structures (GAS). A Primitve (draw command) is one build input, and there is one shader binding table (SBT) hit record entry per such Primitive in that example at this time.
The bad news is that it’s quite involved for an OptiX beginner, but there are also simpler examples (the intro ones) showing how to generate geometry at runtime. and then different ways how to load files into a host side scene graph which can then be flattened down to an efficient OptiX render graph.
I have not used the Python wrappers, but once you’ve understood the OptiX API, it shouldn’t be a problem to migrate to that, though if you don’t have a Python library which already loads a GLTF file for you, things will get involved. I wouldn’t recommend doing that before you’re familiar with the OptiX API itself.