Triple

T2125019
Position Surface form Disambiguated ID Type / Status
Subject RenderMan E46404 entity
Predicate hasComponent P35 FINISHED
Object RenderMan Shading Language E46404 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: RenderMan Shading Language | Statement: [RenderMan, hasComponent, RenderMan Shading Language]
NED1 Entity disambiguation (via context triple) gpt-5-mini-2025-08-07
Target entity: RenderMan Shading Language
Context triple: [RenderMan, hasComponent, RenderMan Shading Language]
  • A. RenderMan chosen
    RenderMan is a high-quality 3D rendering software and standard widely used in the film industry for producing photorealistic visual effects and animation.
  • 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. 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. OpenUSD
    OpenUSD is an open-source framework and file format developed by Pixar for creating, composing, and exchanging complex 3D scenes across diverse digital content creation tools and pipelines.
  • E. 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.
  • 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_69a88a1626548190ae59a5028c3baa8e completed March 4, 2026, 7:37 p.m.
NER Named-entity recognition batch_69abbb57bc6881909f04a407beff33a6 completed March 7, 2026, 5:44 a.m.
NED1 Entity disambiguation (via context triple) batch_69ae519ead088190a8a7229d998732de completed March 9, 2026, 4:50 a.m.
Created at: March 4, 2026, 7:44 p.m.