Ex Parte Nolte et al - Page 7



               Appeal 2007-0563                                                                             
               Application 10/001,940                                                                       
           1          17.  Iwamura describes using an indication cursor to select an object                 
           2   within a scene (Iwamura, col. 3, ll. 23-28).                                                 
           3          18.  The full passage which Applicants direct us to for the proposition               
           4   that Iwamura uses a z-buffering system is as follows:                                        
           5          Though the ground object data can be obtained by a Z buffer                           
           6          method in computer graphics, it can also be detected by the map                       
           7          data as the basic data for scene display.  (Iwamura, col. 8, ll. 52-                  
           8          55).                                                                                  
           9                                                                                                
          10          Montgomery                                                                            
          11          19.  Montgomery describes the known prior art as follows:                             
          12          To perform the selection, or picking, operation, prior art                            
          13          systems traverse the entire list of graphics objects whenever the                     
          14          selection button on the mouse is pressed.  As each graphics                           
          15          object is rendered during this traversal, i.e. the graphics object                    
          16          is constructed to be placed on the screen, the location of the                        
          17          pointer on the screen is compared to the location of each pixel                       
          18          of the graphics object, and if a match occurs, the graphics                           
          19          object is considered to be selected.  This method is slow,                            
          20          however, since every graphics object up to the selected graphics                      
          21          object must be rendered even though only the last one is being                        
          22          selected.  Thus, prior art methods have a performance                                 
          23          proportional to the number of graphics objects in the display list                    
          24          and their performance is roughly equal to the time to display the                     
          25          entire graphics image or scene.  (Montgomery, col. 1, ll. 46-60).                     
          26                                                                                               
          27          20.  Montgomery further describes as prior art, a 3-D system that uses                
          28   item buffering as follows:                                                                   
          29          The concept of item buffers and picking is disclosed in "Direct                       
          30          WYSIWYG Painting and Texturing on 3D Shapes", Hanrahan,                               
          31          et al., Computer Graphics, Volume 24, number 4, August 1990,                          
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