Tomita Technologies USA, LLC v. Nintendo Co.

182 F. Supp. 3d 107, 2016 U.S. Dist. LEXIS 54570, 2016 WL 1622608
CourtDistrict Court, S.D. New York
DecidedApril 24, 2016
Docket11-cv-4256(JSR)
StatusPublished
Cited by1 cases

This text of 182 F. Supp. 3d 107 (Tomita Technologies USA, LLC v. Nintendo Co.) is published on Counsel Stack Legal Research, covering District Court, S.D. New York primary law. Counsel Stack provides free access to over 12 million legal documents including statutes, case law, regulations, and constitutions.

Bluebook
Tomita Technologies USA, LLC v. Nintendo Co., 182 F. Supp. 3d 107, 2016 U.S. Dist. LEXIS 54570, 2016 WL 1622608 (S.D.N.Y. 2016).

Opinion

FINDINGS OF FACT AND CONCLUSIONS OF LAW

JED S. RAKOFF, United States District Judge

3D images have a storied history on the big screen, but they now also appear on the small screens of handheld entertainment devices. Nintendo Co., Ltd. and Nintendo of America Inc. (collectively, “Nintendo”) produce one such device, á pocket gaming console called the Nintendo 3DS (the “3DS”). Two 3DS applications, its camera application and its augmented reality game card application, allow users to capture ánd display stereoscopic, or 3D, images. Tomita Technologies USA, LLC and Tomita Technologies International (collectively, “Tomita”) claim that these applications infringe on Claim 1 of U.S. Patent No. 7,417,664 (the “ ’664 patent”). Following a jury trial where Tomita prevailed on infringement and validity of the ’664 patent, the Federal Circuit reversed this Court’s construction of the patent’s “offset presetting means” limitation and announced its own. See Tomita Techs., USA, LLC v. Nintendo Co., Ltd., 594 Fed.Appx. 657, 659-63 (Fed.Cir.2014) (Tomita II); Tomita Technologies, USA, LLC v. Nintendo Co., Ltd., 855 F.Supp.2d 33, 42-43 (S.D.N.Y.2012) (Tomita I). After additional discovery and motion practice, this Court held a bench trial to determine whether the 3DS infringes under the Federal Circuit’s construction. After carefully reviewing the materials from trial, including testimony of expert witnesses on each side, the Court concludes that it does not. Based on the findings of fact and conclusions of law set forth below, Tomita’s claims are hereby dismissed.

3D images are a trick, an illusion. And while a good magician never reveals her tricks, the Court must explain this one in detail. See also Tomita I at 35, (revealing the trick behind 3D glasses). Although not, in fact, three-dimensional, 3D images create a perception of depth in the mind’s eye. They create this perception by delivering two slightly different images to a viewer’s right and left eyes. One typical way to deliver separate images to separate eyes is to overlap left- and right-eye images. But the images should not be overlapped completely, such that they are stacked directly on top of one another. Instead, one or both images must be shifted along their common horizontal axis, creating an offset. How much the images are shifted relative to each other will alter the viewer’s perception of depth, known as the viewer’s “stereoscopic feelings.” Shifting the images just the right amount will create optimal stereoscopic feelings.

The invention described in the ’664 patent aims to create optimal stereoscopic feelings. It does so by capturing two video images, a “left-video” image and a “right-video” image, as well as cross-point data that allows it to calculate the perfect offset between the images. It applies the offset as it weaves the images together before storing and displaying them. In particular, Claim 1 of the ’664 patent contains the following limitation: “offset presetting means for offsetting and displaying said video images based upon said video image information, said cross-point information and information on the size of the [111]*111image which is displayed by said stereoscopic video image display device.” ’664 Patent, 21:61-65. As a means-plus-function element under 35 U.S.C. § 112(f), the “offset presetting means” has two aspects: its function and a corresponding structure. This Court identified its function as “offsetting and displaying said different video images based upon said video image information, said cross-point information, and information on the size of the image which is displayed by said stereoscopic video image display device.” Tomita I at 42,. The Court then held that the ’664 patent described various embodiments of the structure corresponding to this function. Id. The Federal Circuit reversed this construction, finding only a single corresponding structure for “offset presetting means,” depicted in Fig. 3 of the ’664 patent:

FIG-3

[[Image here]]

The Federal Circuit-identified the corresponding structure of the offset presetting means as “timing control unit 32, signal switch 40, switch control unit 41, and synthesis frame memory 50 described in Figure 3 and column 9 line 44 to column 10 line 29 and equivalents thereof.” Tomita II at 663,. The Federal Circuit split the components into two groups. Timing control unit 32 performs the “ ‘offsetting5 portion of the claim function,” while “the ‘displaying’ portion of the claim function is performed by ‘the switch control unit 41 presenting] the timing of switching of the signal switch 40 for writing of video data into synthesis frame memory 50.’ ” Id. at 663 (quoting ’664 patent at col. 10 ll. 26-29) (alteration in original). Based on the descriptions in the patent, the components comprising the corresponding structure must include the components’ inputs and outputs. See ’664 patent at cols. 9-10 ll. 44-29. Otherwise, the components would “just float in the air, so there wouldn’t be any functionality.” Tr. 306:24-307:4.

So how do'these components accomplish the 3D image trick? To make a single, stereoscopic image, the components must weave together the left- and right-eye image pixel data input to signal switch 40. Tr. 373:12-15. Signal switch 40 does not alter the pixel data that it receives; instead, it simply writes the data into frame memory 50. Tr. 50:19-23; Tr. 72:14-16; Tr. 315:4-22. However, controlled by switch control unit 41, signal switch 40 alternates the [112]*112lines of pixel data it writes into frame memory 50, Tr. 372:22-373:2; Tr. 374:4-5, so that if one line comes from the left-eye frame memory, the next line will come from the right-eye frame memory. Tr 50: 16-23. In this way, signal switch 40, switch control unit 41, and their inputs produce an interleaved stereoscopic image stored in frame memory 50.

Read-out timing control unit 32 adds a twist, the offset, to this straightforward process of interweaving. Read-out timing control unit 32 calculates the desired amount of offset based on cross-point information and screen-size information. Tr. 71:11-14; Tr. 310:16-24; 337:15-338:2. It also receives the timing signal for signal switch 40 as an input. Id.; Tr. 310:16-18. Based on the desired offset and the timing signal for signal switch 40, read-out timing control unit 32 generates a clock signal, which adjusts the input of the right-eye image data into signal switch 40. Tr. 310:19-311:23. Specifically, the clock signal causes the right-eye image data to be advanced or delayed relative to the left-eye image data when it flows through signal switch 40. Tr. 309:11-13. Thus, instead of transferring alternating rows of pixel data that line up into a neat stack, signal switch 40 transfers right-eye pixel data rows that are horizontally offset from the left-eye rows, delayed or advanced by some number of pixels. Tr. 311:11-20. This difference in the relative timing of when the left- and right-eye pixel data are written into frame memory 50 creates the desired stereoscopic feelings. Tr. 106:11-14; Tr. 309:7-13.

The 3D.S also accomplishes the 3D image trick by offsetting left- and right-eye images.. First, the 3DS uses its two cameras, which are of typical quality for a mobile device, to capture left- and right-eye images. Tr. 320:2-10. The images are initially stored in the 3DS’s main memory. Tr. 320:11-16.

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Related

Tomita Technologies USA, LLC v. Nintendo Co., Ltd.
681 F. App'x 967 (Federal Circuit, 2017)

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Bluebook (online)
182 F. Supp. 3d 107, 2016 U.S. Dist. LEXIS 54570, 2016 WL 1622608, Counsel Stack Legal Research, https://law.counselstack.com/opinion/tomita-technologies-usa-llc-v-nintendo-co-nysd-2016.