Triple
T14423536
| Position | Surface form | Disambiguated ID | Type / Status |
|---|---|---|---|
| Subject | GLSL |
E357640
|
entity |
| Predicate | fullName |
P16
|
FINISHED |
| Object | OpenGL Shading Language |
E357640
|
NE FINISHED |
How this triple was built (2 steps)
Every LLM step that produced this triple, in pipeline order — named-entity classification, the disambiguation choices (the exact options shown, with the pick highlighted), and the generated description. The batch + timestamp of each is in the Provenance table below.
NER
Named-entity recognition
gpt-5-mini
Instruction
Given a phrase, classify it is english named entity (e.g., persons, organizations, works of art) in Latin script, or not (e.g., literals, dates, URLs, verbose phrases). For disambiguation, the statement where the phrase occurs as object is also given. Please return a JSON object with `phrase` (string, the phrase being analyzed) and `is_ne` (boolean, indicating whether the phrase is a Named Entity).
Input
Phrase: OpenGL Shading Language | Statement: [GLSL, fullName, OpenGL Shading Language]
NED1
Entity disambiguation (via context triple)
gpt-5-mini-2025-08-07
Target entity: OpenGL Shading Language Context triple: [GLSL, fullName, OpenGL Shading Language]
-
A.
GLSL
chosen
GLSL (OpenGL Shading Language) is a C-like programming language used to write programmable shaders for graphics pipelines in OpenGL and WebGL.
-
B.
Metal Shading Language
Metal Shading Language is Apple’s C++-like GPU programming language used to write high-performance graphics and compute shaders for the Metal framework on iOS, macOS, and related platforms.
-
C.
OpenGL
OpenGL is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics, widely used in games, simulations, and professional visualization.
-
D.
HLSL
HLSL (High-Level Shading Language) is Microsoft's C-like programming language used to write shaders for real-time graphics on GPUs, primarily in the DirectX ecosystem.
-
E.
Cg
Cg is a high-level shading language developed by NVIDIA for programming graphics processing units, similar in design and purpose to HLSL.
- F. None of above.
- G. Unsure - the case is ambiguous/there is not enough information to decide.
Provenance (3 batches)
The batch behind each pipeline step, in order, with when it ran. Timestamps are batch-level — stages were processed in waves, so the object chain (NER → NED1 → NEDg → NED2) reads in order, but predicate / elicitation batches can sit in a different wave.
| Step | Stage | Batch ID | Status | When |
|---|---|---|---|---|
| creating | Elicitation | batch_69d82793421c8190861eb0e673b085de |
completed | April 9, 2026, 10:26 p.m. |
| NER | Named-entity recognition | batch_69de91123f848190ba3fb18a76c2d24c |
completed | April 14, 2026, 7:10 p.m. |
| NED1 | Entity disambiguation (via context triple) | batch_69fd5bcd2a908190ad7d5ebf11b41551 |
completed | May 8, 2026, 3:43 a.m. |
Created at: April 10, 2026, 1:18 a.m.