Infernal Technology, LLC v. Sony Interactive Entertainment LLC

CourtCourt of Appeals for the Federal Circuit
DecidedFebruary 2, 2024
Docket22-1647
StatusUnpublished

This text of Infernal Technology, LLC v. Sony Interactive Entertainment LLC (Infernal Technology, LLC v. Sony Interactive Entertainment LLC) is published on Counsel Stack Legal Research, covering Court of Appeals for the Federal Circuit primary law. Counsel Stack provides free access to over 12 million legal documents including statutes, case law, regulations, and constitutions.

Bluebook
Infernal Technology, LLC v. Sony Interactive Entertainment LLC, (Fed. Cir. 2024).

Opinion

Case: 22-1647 Document: 62 Page: 1 Filed: 02/02/2024

NOTE: This disposition is nonprecedential.

United States Court of Appeals for the Federal Circuit ______________________

INFERNAL TECHNOLOGY, LLC, TERMINAL REALITY, INC., Plaintiffs-Appellants

v.

SONY INTERACTIVE ENTERTAINMENT LLC, Defendant-Cross-Appellant ______________________

2022-1647, 2022-1739 ______________________

Appeals from the United States District Court for the Eastern District of Texas in No. 2:19-cv-00248-JRG, Chief Judge J. Rodney Gilstrap. ______________________

Decided: February 2, 2024 ______________________

ERIC WILLIAM BUETHER, Buether Joe & Counselors, LLC, Dallas, TX, argued for plaintiffs-appellants. Also rep- resented by CHRISTOPHER MICHAEL JOE, KENNETH PAUL KULA.

ABRAN J. KEAN, Erise IP, P.A., Greenwood Village, CO, argued for defendant-cross-appellant. Also represented by ERIC ALLAN BURESH, Overland Park, KS. ______________________ Case: 22-1647 Document: 62 Page: 2 Filed: 02/02/2024

Before MOORE, Chief Judge, CLEVENGER and STARK, Circuit Judges. CLEVENGER, Circuit Judge.

Infernal Technology, LLC, and Terminal Reality, Inc., (collectively, “Infernal” for the remainder of this opinion) appeal the decision from the United States District Court for the Eastern District of Texas denying Infernal’s motion for a new trial following a jury verdict that certain products belonging to Sony Interactive Entertainment LLC (“Sony”) did not infringe U.S. Patent No. 6,362,822 (“’822 patent”) and U.S. Patent No. 7,061,488 (“’488 patent”) (collectively, the “Asserted Patents”). Sony, on a conditional cross-ap- peal, challenges the district court’s finding that the claims of the Asserted Patents are not ineligible for patent protec- tion under 35 U.S.C. § 101.

BACKGROUND

A. The Asserted Patents

The Asserted Patents are directed to “improved meth- ods and arrangements for use in rendering lighting and shadows in computer graphic simulations, such as, for ex- ample, interactive computer graphics simulations of multi- dimensional objects.” ’822 patent, col. 1, ll. 7–10. These patents share a common specification, and the ’488 Patent is a continuation of the ’822 patent. 1

1 Infernal alleges that Sony infringed claim 1 of the ’822 patent and claims 1, 27, and 50 of the ’488 patent (col- lectively, the “Asserted Claims”). All citations to the As- serted Claims in this opinion are to claim 1 of the ’822 patent, which is representative of all claims, including those in the ’488 patent. Case: 22-1647 Document: 62 Page: 3 Filed: 02/02/2024

INFERNAL TECHNOLOGY, LLC v. 3 SONY INTERACTIVE ENTERTAINMENT LLC

The Asserted Patents describe difficulties prior art methods faced in portraying 3D worlds and objects in com- puter gaming, which “typically require[d] that millions of calculations be conducted between frames (i.e., in ‘real time’).” ’822 patent, col. 1, ll. 25–47. These computing chal- lenges meant that compromises often occurred in accu- rately portraying virtual 3D worlds. ’822 patent, col. 1, ll. 47–50. Such a compromise was in the rendering of shad- ows cast by lighted 3D objects. ’822 patent, col. 1, ll. 57– 59. One such prior art method, discussed in the Asserted Patents, involved two steps: in the first step, converting data for a 3D object from model world coordinates to a light source’s coordinates to determine which portions of the ob- ject are visible to the light source and thus illuminated by it. ’822 patent, col. 2, ll. 4–15. The resulting data is then transformed back to the modeling world coordinates to cre- ate viewpoint-independent data. ’822 patent, col. 2, ll. 18– 24. In the second step, the data is “converted from the mod- eled world space to a corresponding screen (or camera) viewpoint” and an algorithm determines which portions of the objects of the scene are visible with respect to the cam- era. ’822 patent, col. 2, ll. 25–34. This two-step method resulted in unrealistic shadows in scenes with multiple light sources since the portions of the objects in the scene would be repeatedly darkened for each light source that did not hit that portion. ’822 patent, col. 2, ll. 35–56. The pro- cess was also overly burdensome from a computational standpoint. ’822 patent, col. 2, ll. 57–63.

To address the issues with the prior art methods, the Asserted Patents claim an improved method and arrange- ment for rendering shadows that (1) provides observer and light data for the simulated scene (the “providing” step); (2) compares light data and observer data to determine which points in the scene are illuminated by each light source and storing the light image data for those illuminated points in a “light accumulation buffer” (the “comparing” and “stor- ing” step); and (3) combines the data stored in the light Case: 22-1647 Document: 62 Page: 4 Filed: 02/02/2024

accumulation buffer with the observer data for the scene (the “combining” step) and then (4) “display[s] the resulting image data to a computer screen.” ’822 patent, col. 3, ll. 18–62; id. col. 12, ll. 4–20. Essentially, the Asserted Pa- tents represent improvements over the prior art because they teach storing data for the portions of the objects in the scene that are illuminated, rather than the portions that are shaded, to avoid repeated shadowing in scenes with multiple light sources; and they teach converting 3D to 2D data for the method steps to reduce the intensity of the computing in the process. Claim 1 of the Asserted Patents is representative:

1. A shadow rendering method for use in a com- puter system, the method comprising the steps of:

providing observer data of a simulated multi-di- mensional scene;

providing lighting data associated with a plurality of simulated light sources arranged to illuminate said scene, said lighting data including light image data;

for each of said plurality of light sources, compar- ing at least a portion of said observer data with at least a portion of said lighting data to determine if a modeled point within said scene is illuminated by said light source and storing at least a portion of said light image data associated with said point and said light source in a light accumulation buffer; and then

combining at least a portion of said light accumu- lation buffer with said observer data and

displaying resulting image data to a computer screen. Case: 22-1647 Document: 62 Page: 5 Filed: 02/02/2024

INFERNAL TECHNOLOGY, LLC v. 5 SONY INTERACTIVE ENTERTAINMENT LLC

’822 patent, col. 12, ll. 4–20.

B. The District Court Proceedings

a. Pre-Trial

Infernal sued Sony in the Eastern District of Texas for infringing the Asserted Claims with certain video games and video game consoles (“Accused Products”). Sony de- nied infringement and raised the invalidity of the Asserted Claims under § 101 as an affirmative defense. Am. Answer at 8, Infernal v. Sony, No. 2:19-cv-00248-JRG (E.D. Tex. 2020) (No. 200). The district court adopted the parties’ joint proposed claim constructions for several claim terms, including, as is most relevant to this appeal, the terms and constructions reproduced in following chart. Case: 22-1647 Document: 62 Page: 6 Filed: 02/02/2024

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