Silicon Graphics, Inc. v. N Vidia Corp.

58 F. Supp. 2d 331, 1999 U.S. Dist. LEXIS 9693, 1999 WL 428234
CourtDistrict Court, D. Delaware
DecidedJune 24, 1999
DocketCivil Action 98-188-RRM
StatusPublished
Cited by6 cases

This text of 58 F. Supp. 2d 331 (Silicon Graphics, Inc. v. N Vidia Corp.) is published on Counsel Stack Legal Research, covering District Court, D. Delaware primary law. Counsel Stack provides free access to over 12 million legal documents including statutes, case law, regulations, and constitutions.

Bluebook
Silicon Graphics, Inc. v. N Vidia Corp., 58 F. Supp. 2d 331, 1999 U.S. Dist. LEXIS 9693, 1999 WL 428234 (D. Del. 1999).

Opinion

OPINION

McKELVIE, District Judge.

This is a patent case. Silicon Graphics, Inc. alleges to Vidia Corporation is willfully infringing Silicon Graphics’s patent, U.S. Patent No. 5,706,481. to Vidia denies Lability and has counterclaimed for a declaratory judgment that the patent is invalid and not infringed. The ease is scheduled to be tried to a jury beginning on July 12, 1999.

On May 25, 1999, in accordance with Markman v. Westview Instruments, Inc., 517 U.S. 370, 116 S.Ct. 1384, 134 L.Ed.2d 577 (1996), the court held the part of the trial necessary to construe the disputed terms of the patent’s claims. This is the court’s decision, on the construction of those terms.

I. FACTUAL AND PROCEDURAL BACKGROUND

The court draws the following facts from the Joint Pretrial Order, expert witness declarations submitted by the parties in connection with their summary judgment motions, and the documents offered into evidence by the parties, including the patent and its file history.

A. The Parties

Silicon Graphics, Inc., is a Delaware corporation with its principal place of business in Mountain View, California. It designs, develops, markets and sells computer hardware products, including products for generating three-dimensional (“3-D”) computer graphics.

to Vidia is a Delaware corporation with its principal place of business in Sunnyvale, California. It designs, develops, markets and sells 3-D graphics processors for personal computers (“PC”).

U.S. Patent No. 5,706,481 (“the ’481 patent”) was issued to Marc R. Hannah and Michael B. Nagy on August 20, 1997. Hannah and Nagy assigned it to Silicon Graphics. The '481 patent discloses a method for performing texture mapping and a computer system having a semiconductor chip for performing texture mapping.

In its complaint, Silicon Graphics alleges to Vidia infringes Claims 1-4 and 10-13 of the ’481 patent by selling RIVA 128, RIVA 128ZX, RIVA TNT, TNT2, and VANTA graphics processor chips that can be added to a personal computer (“PC”), thus enabling a standard PC to produce 3-D graphics.

B. Background on the Technology

Computer systems are commonly used for displaying graphical objects on a display screen. The purpose of 3-D computer graphics is to create a two-dimensional image on a computer screen that realistically represents an object or objects in three-dimensions. Images created with 3-D computer graphics are used in a wide range of applications from video entertainment games to aircraft flight simulators, to portray in a realistic manner an individual’s view of a scene at a given point in time. Well-known examples of 3-D computer graphics include special effects in Hollywood films such as Terminator II and Jurassic Park.

In the real world, objects occupy three dimensions. They have a real height, a real width and a real depth. A photograph is an example of a two-dimensional representation of a 3-D space. 3-D computer graphics are like a photograph in that they represent a 3-D world on the two-dimensional space of a computer screen.

To create a 3-D computer graphical representation, the first step is to represent the objects to be depicted as mathematical models within the computer. 3-D models are made up of geometric points within a coordinate system consisting of an x, y and z axis; these axes correspond to width, height, and depth respectively. Objects *334 are defined by a series of points, called vertices. The location of a point, or vertex, is defined by its x, y and z coordinates. When three or more of these points are connected, a polygon is formed. The simplest polygon is a triangle.

3-D shapes are created by connecting a number of two-dimensional polygons. Curved surfaces are represented by connecting many small polygons. The view of a 3-D shape composed of polygon outlines is called a wire frame view. In sum, the computer creates 3-D objects by connecting a number of two-dimensional polygons.

To make the rendered 3-D objects appear more realistic, surface texture can be applied to the wire frame model in a process known as texture mapping. Silicon Graphics describes texture mapping as “the complex process of applying a two-dimensional texture or pattern to a three-dimensional object, so as to define detail, motion, and spatial cues (among other things) that are critical to a realistic rendering of objects in three-dimensional space.” In other words, texture mapping is applying texture to a geometric object to make it look real.

A texture map represents the surface pattern of an object. It is made up of many small points of color. Silicon Graphics calls these “texels” or texture elements. Together, the texels define the surface pattern. To visualize how the surface texture is applied, one can imagine the texture map is a virtual wallpaper or contact paper bearing a design or pattern. The paper is “wrapped around” the 3-D wire frame geometric form. An example of texture mapping referred to in the specification of the ’481 patent is a texture map defining a wood grain pattern that is mapped onto the outline of a featureless cube to create the appearance of a wood block. An example offered by the parties and illustrated below is an advertising display wrapped around the model of a can to depict a soda can.

[[Image here]]

When texture data is used by an application in a typical 3-D graphics system, the data is retrieved from a hard disk drive, CD-ROM or other mass storage device and loaded into the computer’s main memory, which is located on one or more semi *335 conductor chips. Texture data is sent via a data bus to an interpolator, which is a processor dedicated to translating the texture data into pixels, or picture elements. Pixels are the smallest unit of color that can appear on a computer screen. The interpolator translates texture data into pixels by assigning a value to each pixel based upon the texture data. Further processing of the pixel value may occur to create effects such as lighting and fogging. Ultimately, the pixel is displayed on the computer screen as a unit of color. When the different colored pixels are viewed together on the computer screen, they represent the geometric form which has been “wrapped” in texture data.

C. The %81 Patent

The ’481 patent is entitled “Apparatus and Method for Integrating Texture Memory and Interpolation Logic in a Computer System.” The invention of the patent pertains to a semiconductor chip used in computer systems for performing texture mapping for graphics applications. U.S. Patent No. 5,706,481, col. 2, ll. 40-43.

The specification of the ’481 patent identifies a problem in the design of previous texture mapping systems; essentially transferring texture data from one semiconductor chip to another one housing the interpolator would take up too much of the computer’s resources for moving data.

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58 F. Supp. 2d 331, 1999 U.S. Dist. LEXIS 9693, 1999 WL 428234, Counsel Stack Legal Research, https://law.counselstack.com/opinion/silicon-graphics-inc-v-n-vidia-corp-ded-1999.