Triple

T7980210
Position Surface form Disambiguated ID Type / Status
Subject Intel UHD Graphics 615 E185551 entity
Predicate supportsAPI P203 FINISHED
Object OpenGL 4.5 E116587 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: OpenGL 4.5 | Statement: [Intel UHD Graphics 615, supportsAPI, OpenGL 4.5]
NED1 Entity disambiguation (via context triple) gpt-5-mini-2025-08-07
Target entity: OpenGL 4.5
Context triple: [Intel UHD Graphics 615, supportsAPI, OpenGL 4.5]
  • A. OpenGL chosen
    OpenGL is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics, widely used in games, simulations, and professional visualization.
  • B. OpenGL ES
    OpenGL ES is a cross-platform, royalty-free 2D and 3D graphics API designed for embedded systems such as mobile devices, game consoles, and automotive displays.
  • C. Vulkan
    Vulkan is a low-overhead, cross-platform 3D graphics and compute API designed to provide high-performance access to modern GPUs.
  • D. OpenCL 2.2
    OpenCL 2.2 is a version of the OpenCL standard that enhances heterogeneous parallel programming with features like improved kernel language support and better integration with modern C++-based compute models.
  • E. GLSL
    GLSL (OpenGL Shading Language) is a C-like programming language used to write programmable shaders for graphics pipelines in OpenGL and WebGL.
  • 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_69ca829851908190b4e03829353ee7c3 completed March 30, 2026, 2:03 p.m.
NER Named-entity recognition batch_69cb3c274ce48190854d389d43ce14b8 completed March 31, 2026, 3:14 a.m.
NED1 Entity disambiguation (via context triple) batch_69cbe0d3c724819087df03cea2ed998f completed March 31, 2026, 2:57 p.m.
Created at: March 30, 2026, 5:14 p.m.