Infernal Technology, LLC v. Sony Interactive Entertainment LLC

Court of Appeals for the Federal Circuit·Decided February 2, 2024·No. 22-1647·Unpublished

Opinion

NOTE: This disposition is nonprecedential.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 represented 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.

2 INFERNAL TECHNOLOGY, LLC v.

SONY INTERACTIVE ENTERTAINMENT LLC

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-appeal , challenges the district court’s finding that the claims of the Asserted Patents are not ineligible for patent protection under 35 U.S.C. § 101.

BACKGROUND

A. The Asserted Patents

The Asserted Patents are directed to “improved methods and arrangements for use in rendering lighting and shadows in computer graphic simulations, such as, for example , 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 (collectively , the “Asserted Claims”). All citations to the Asserted Claims in this opinion are to claim 1 of the ’822 patent, which is representative of all claims, including those in the ’488 patent.

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 computer 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 challenges meant that compromises often occurred in accurately portraying virtual 3D worlds. ’822 patent, col. 1, ll. 47–50. Such a compromise was in the rendering of shadows 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 object 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 create viewpoint-independent data. ’822 patent, col. 2, ll. 18– 24. In the second step, the data is “converted from the modeled 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 camera . ’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 process 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 arrangement 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 “storing ” step); and (3) combines the data stored in the light 4 INFERNAL TECHNOLOGY, LLC v.

SONY INTERACTIVE ENTERTAINMENT LLC

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 Patents 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 computer system, the method comprising the steps of:

providing observer data of a simulated multi-dimensional 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, comparing 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 accumulation buffer with said observer data and

displaying resulting image data to a computer screen.

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 denied 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.

6 INFERNAL TECHNOLOGY, LLC v.

SONY INTERACTIVE ENTERTAINMENT LLC

Proposed Claim Patent Proposed Construction Term Claims light image data '822 Patent, "for each of the plural-

Claim 1 ity of light sources, 2D data representing the

'488 Patent,

light emitted by the

Claims 1,

light source to illumi-

11,27,50

nate the scene as viewed from the light source's perspective"

light accumula- '822 Patent, "memory for storing the tion buffei· Claim 1 light image data for cumulative light falling

'488 Patent,

on a region in the ob-

Claims 1,

se1·ver image co1·re-

11,27

sponding to the modeled point''

[ order of the '822 Patent, The comparing and comparing, stor- Claim 1 storing steps are coming , and combin- pleted before beginning '488 Patent,

ing steps] the combining step Claims 1, 11,27,50

J.A. 1673 (Joint Claim Construction Chart).

b. Trial

A jury trial began on October 4, 2021. The jury was provided with the claim construction chart in their juror notebooks at the start of trial. J.A. 585, 11. 13-22.

In its opening statement, Infernal explained how the Asserted Patents improved the prior art before making

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

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