Triple
T5432912
| Position | Surface form | Disambiguated ID | Type / Status |
|---|---|---|---|
| Subject | Metal |
E121537
|
entity |
| Predicate | uses |
P98
|
FINISHED |
| Object | Metal Shading Language |
E216047
|
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: Metal Shading Language | Statement: [Metal, uses, Metal Shading Language]
NED1
Entity disambiguation (via context triple)
gpt-5-mini-2025-08-07
Target entity: Metal Shading Language Context triple: [Metal, uses, Metal Shading Language]
-
A.
Metal Shading Language
chosen
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.
-
B.
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.
-
C.
Metal Performance Shaders
Metal Performance Shaders is a high-performance framework in Apple’s Metal ecosystem that provides highly optimized GPU-accelerated compute and graphics kernels for tasks like image processing, machine learning, and linear algebra.
-
D.
GLSL
GLSL (OpenGL Shading Language) is a C-like programming language used to write programmable shaders for graphics pipelines in OpenGL and WebGL.
-
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_69bd463c65f0819082ee6483ab4b466a |
completed | March 20, 2026, 1:06 p.m. |
| NER | Named-entity recognition | batch_69bd8840ade481909dae2eecc77d73b8 |
completed | March 20, 2026, 5:47 p.m. |
| NED1 | Entity disambiguation (via context triple) | batch_69bf41284998819096667ae70180e067 |
completed | March 22, 2026, 1:08 a.m. |
Created at: March 20, 2026, 2:06 p.m.