It's very relevant. The parts shown here haven't changed. The biggest things we've gotten is just more control about command submission and dependencies etc. Otherwise the rasterization pipeline still chucks along exactly as shown here. (Yeah you might want to use mesh shaders, but they're not always supported. And there is RT stuff too. But what's in this article also works fine)
Agreed, but don’t forget about compute shaders: their programmer audience extends way beyond 3D, whereas RT with all it’s current limitations is only interesting for AAA game studios.
Reminds me of when I first started learning about GPUs. They've come a long way. I think back then it was basically rasterization and culling. It's been a long time, though.