Triple
T7279322
| Position | Surface form | Disambiguated ID | Type / Status |
|---|---|---|---|
| Subject | Vulkan |
E163107
|
entity |
| Predicate | shaderLanguage |
P1592
|
FINISHED |
| Object |
SPIR-V
SPIR-V is a standardized intermediate binary language for representing shaders and compute kernels, primarily used in the Vulkan graphics and compute API ecosystem.
|
E653470
|
NE FINISHED |
How this triple was built (4 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: [Vulkan, shaderLanguage, SPIR-V]
NED1
Entity disambiguation (via context triple)
gpt-5-mini-2025-08-07
Target entity: SPIR-V Context triple: [Vulkan, shaderLanguage, SPIR-V]
-
A.
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.
-
B.
Vulkan
Vulkan is a low-overhead, cross-platform 3D graphics and compute API designed to provide high-performance access to modern GPUs.
-
C.
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.
-
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.
Universal Render Pipeline
Universal Render Pipeline is Unity’s optimized, scriptable rendering solution designed to deliver high-quality graphics across a wide range of platforms, from mobile devices to high-end consoles and PCs.
- F. None of above. chosen
- G. Unsure - the case is ambiguous/there is not enough information to decide.
NEDg
Description generation
gpt-5.1
Instruction
Generate a one-sentence description of the target entity. You are given a context triple in the form (subject, predicate, object), where the object is the target entity. # Instructions Use the triple to infer relevant information about the entity. Describe the entity based on what is most defining, well-known. Avoid repeating the information from the triple, unless really essential. # Response Format Return only the sentence: "Description: [one-sentence description of the target entity]"
Input
Entity: SPIR-V Triple: [Vulkan, shaderLanguage, SPIR-V]
Generated description
SPIR-V is a standardized intermediate binary language for representing shaders and compute kernels, primarily used in the Vulkan graphics and compute API ecosystem.
NED2
Entity disambiguation (via description)
gpt-5-mini-2025-08-07
Target entity: SPIR-V Target entity description: SPIR-V is a standardized intermediate binary language for representing shaders and compute kernels, primarily used in the Vulkan graphics and compute API ecosystem.
-
A.
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.
-
B.
Vulkan
Vulkan is a low-overhead, cross-platform 3D graphics and compute API designed to provide high-performance access to modern GPUs.
-
C.
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.
-
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.
Universal Render Pipeline
Universal Render Pipeline is Unity’s optimized, scriptable rendering solution designed to deliver high-quality graphics across a wide range of platforms, from mobile devices to high-end consoles and PCs.
- F. None of above. chosen
Provenance (5 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_69c6885c5964819085b209701769877f |
completed | March 27, 2026, 1:38 p.m. |
| NER | Named-entity recognition | batch_69c6eb3251808190bd9da71bc183c945 |
completed | March 27, 2026, 8:40 p.m. |
| NED1 | Entity disambiguation (via context triple) | batch_69c7db3450208190b67e4329a531ad0c |
completed | March 28, 2026, 1:44 p.m. |
| NEDg | Description generation | batch_69c7dc567004819089c6c4b5322f275f |
completed | March 28, 2026, 1:49 p.m. |
| NED2 | Entity disambiguation (via description) | batch_69c7dd18f8d481908bd7ac86e4388ce5 |
completed | March 28, 2026, 1:52 p.m. |
Created at: March 27, 2026, 2:59 p.m.