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.