Triple

T26346849
Position Surface form Disambiguated ID Type / Status
Subject Turner Whitted E662798 entity
Predicate knownFor P22 FINISHED
Object Whitted-style ray tracing
Whitted-style ray tracing is a foundational computer graphics technique that simulates realistic lighting effects such as reflections, refractions, and shadows by recursively tracing rays through a scene.
E1722412 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: Whitted-style ray tracing | Statement: [Turner Whitted, knownFor, Whitted-style ray tracing]
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: Whitted-style ray tracing
Triple: [Turner Whitted, knownFor, Whitted-style ray tracing]
Generated description
Whitted-style ray tracing is a foundational computer graphics technique that simulates realistic lighting effects such as reflections, refractions, and shadows by recursively tracing rays through a scene.

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_69ee81304194819092e20e0fae3aee07 completed April 26, 2026, 9:18 p.m.
NER Named-entity recognition batch_69f60fa7f0588190988ce7483ab7523d completed May 2, 2026, 2:52 p.m.
NED1 Entity disambiguation (via context triple) batch_6a119a64036881908bf4bacbe8419f48 completed May 23, 2026, 12:15 p.m.
NEDg Description generation batch_6a119cc716c88190a0f891e8ac545f20 completed May 23, 2026, 12:25 p.m.
NED2 Entity disambiguation (via description) batch_6a119d55876481908bc905eb263f5660 completed May 23, 2026, 12:28 p.m.
Created at: April 26, 2026, 10:42 p.m.