Customization marketplace system for gaming systems
US-2024428646-A1 · Dec 26, 2024 · US
US9311771B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-9311771-B2 |
| Application number | US-201313787039-A |
| Country | US |
| Kind code | B2 |
| Filing date | Mar 6, 2013 |
| Priority date | Aug 28, 2012 |
| Publication date | Apr 12, 2016 |
| Grant date | Apr 12, 2016 |
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A wagering game system and its operations are described herein. In some embodiments, the operations can include determining a position of a player in physical world space (“player's position”) in front of an autostereoscopic display (“display”). The display includes optical units configured to project views of wagering game content with an autostereoscopic, three-dimensional effect. The operations can further include performing a repeating subroutine for each of the optical units associated with the wagering game content. The repeating subroutine, for each one of the optical units, determines that one of the views has a viewing angle that corresponds to the player's position, configures a virtual camera in virtual world space according to the viewing angle and renders, based on configuration of the virtual camera, a portion of the wagering game content that corresponds to pixels of the autostereoscopic display associated with the one of the optical units.
Opening claim text (preview).
The invention claimed is: 1. A method of operating a gaming system configured to render an autostereoscopic presentation of wagering game content based on a position of a player comprising: determining, via electronic scanning by one or more position detection devices of the gaming system, the position of the player in physical world space at a distance from a viewing surface of an autostereoscopic display, wherein the autostereoscopic display includes optical units on the viewing surface configured to project views of the wagering game content with an autostereoscopic three-dimensional effect; determining, via digital analysis of the position of the player by at least one of one or more electronic processing units of the gaming system, that one of the views projected by one of the optical units has a viewing angle that that is closer in distance to the position of the player in the physical world space than any other viewing angles of any other ones of the views; after determining that the one of the views has the viewing angle that is closer in distance to the position of the player, automatically constructing, via at least one of the one or more electronic processing units, a virtual camera at a position in virtual world space that corresponds to the position of the player in the physical world space; and after constructing the virtual camera, graphically rendering, via at least one of the one or more electronic processing units, a portion of the wagering game content that corresponds to pixels of the autostereoscopic display associated with the one of the optical units based on the position of the virtual camera associated with the one of the views having the viewing angle that is closer in distance to the position of the player. 2. The method of claim 1 , wherein configuring the virtual camera comprises determining, based on the viewing angle, parameters related to a volume of the virtual world space in which the portion of the wagering game content resides and a plane onto which the volume is flattened, and wherein the graphically rendering, according to the configuring of the virtual camera, comprises rendering the portion of the wagering game content, according to the parameters, to locations in a memory buffer that correspond to the pixels of the autostereoscopic display associated with the one of the optical units. 3. The method of claim 1 , wherein the distance from the viewing surface is perpendicular to both the position of the player and the autostereoscopic display and wherein the automatically constructing the virtual camera in the virtual world space that corresponds to the position of the player in the physical world space further comprises constructing the virtual camera at an intersection of a plane in a center of the one of the views and a line parallel to the top or bottom edge of the autostereoscopic display, wherein the line passes through the position of the player at the distance of the player from the autostereoscopic display. 4. The method of claim 1 further comprising: determining a distance of the player from the autostereoscopic display, wherein the distance of the player is perpendicular to both the position of the player and the autostereoscopic display; positioning a virtual camera rig in the virtual world space, centered at the position in the virtual world space relative to the position of the player in the physical world space, wherein the virtual camera is one of a plurality of virtual cameras on the virtual camera rig; and determining that the one of the views projected by the one of the optical units aligns with the virtual camera according to the viewing angle. 5. The method of claim 1 , further comprising setting a frustum of the virtual camera to the portion of the wagering game content associated with the one of the optical units. 6. The method of claim 1 further comprising: determining the position of the player in the physical world space in response to determining an identity of the player via facial recognition; and determining that the identity of the player comports with a player account associated with a wagering game session in which the wagering game content is presented. 7. A gaming system comprising: at least one input device configured to receive an indication of a wager to play a wagering game; an autostereoscopic display configured to display wagering game content for the wagering game; a position tracking device; at least one processor; and at least one memory device configured to store instructions which, when executed by the at least one processor, cause the gaming system to: determine, via scanning by the position tracking device, a position of a player in physical world space relative to a viewing surface of the autostereoscopic display, wherein the autostereoscopic display includes optical units on the viewing surface configured to project views of the wagering game content with an autostereoscopic, three-dimensional effect; determine a distance of the player from the autostereoscopic display, wherein the distance is perpendicular to both the position of the player and the autostereoscopic display; and repeat, for each one of the optical units associated with the wagering game content, operations configured to determine, via digital analysis of the position of the player, that one of the views projected by the one of the optical units has a viewing angle that is closer in distance to the position of the player than any other one of the views, after determining that the one of the views has the viewing angle that is closer in distance to the position of the player, automatically construct a virtual camera at a location in virtual world space that corresponds to the position of the player in the physical world space, and after automatically constructing the virtual camera, configure the virtual camera, according to the viewing angle, to render a portion of the wagering game content that corresponds to pixels of the autostereoscopic display associated with the one of the optical units based on the location of the virtual camera associated with the one of the views having the viewing angle that is closer in distance to the position of the player. 8. The gaming system of claim 7 , wherein the at least one memory device is further configured to store instructions which, when executed by the at least one processor, cause the gaming system to construct the virtual camera at an intersection of a plane in a center of the one of the views and a line parallel to the top or bottom edge of the autostereoscopic display. 9. The gaming system of claim 7 , wherein the instruction to configure the virtual camera in three-dimensional world space according to the viewing angle includes operations configured to determine, based on the viewing angle, parameters related to a volume of three-dimensional projection space in which the portion of the wagering game content resides and a plane onto which the volume of three-dimensional projection space is flattened. 10. The gaming system of claim 9 , wherein the at least one memory device is further configured to store instructions which, when executed by the at least one processor, cause the gaming system to render the portion of the wagering game content, according to the parameters, to locations in a memory buffer that correspond to the pixels of the autostereoscopic display associated with the one of the optical units. 11. The gaming system of claim 7 , wherein the at least one memory device is further configured to store instructions which, when executed by the at least one processor, further cause the gaming system to set a frustum of the virtual camera to a width of the one of the optical uni
Electricity · mapped topic
Security aspects of a gaming system, e.g. detecting cheating, device integrity, surveillance (computer security G06F21/00) · CPC title
Display means · CPC title
Electricity · mapped topic
Image reproducers (optical systems for producing stereoscopic or other three-dimensional [3D] effects G02B30/00) · CPC title
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