Triple
T14423580
| Position | Surface form | Disambiguated ID | Type / Status |
|---|---|---|---|
| Subject | GLSL |
E357640
|
entity |
| Predicate | relatedTo |
P37
|
FINISHED |
| Object | SPIR-V |
E653470
|
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: SPIR-V | Statement: [GLSL, relatedTo, SPIR-V]
NED1
Entity disambiguation (via context triple)
gpt-5-mini-2025-08-07
Target entity: SPIR-V Context triple: [GLSL, relatedTo, SPIR-V]
-
A.
SPIR-V
chosen
SPIR-V is a standardized intermediate binary language for representing shaders and compute kernels, primarily used in the Vulkan graphics and compute API ecosystem.
-
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.
Vulkan
Vulkan is a low-overhead, cross-platform 3D graphics and compute API designed to provide high-performance access to modern GPUs.
-
D.
SPIR intermediate representation
SPIR intermediate representation is a standardized, portable intermediate language based on LLVM IR used to enable cross-platform compilation and execution of OpenCL kernels and other heterogeneous compute workloads.
-
E.
NVIDIA OptiX
NVIDIA OptiX is a GPU-accelerated, programmable ray tracing engine and API from NVIDIA used to build high-performance, photorealistic rendering and simulation applications.
- 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.