Subsurface scattering in a wagering game machine
AssigneeWMS Gaming Inc.
InventorMarwan Ansari
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AssigneeWMS Gaming Inc.
InventorMarwan Ansari
Estimating the term…
Systems and methods provide subsurface scattering on graphical images displayed for wagering games. In one example, a technique to approximate subsurface scattering includes the use of bounding geometry to gauge a distance of a ray to the edge of the object. An implementation of this technique in a wagering game may include: receiving a graphical object; receiving a position of a light source; receiving a position of a bounding geometry; for each pixel in a set of pixels in the graphical object, performing the actions of: computing a distance from the pixel to an edge of the bounding geometry along a vector including the pixel and the ii source and determining a display property of the pixel in accordance with the distance; and displaying the set of pixels in accordance with the display property each pixel in the set of pixels.
A system comprising:
A method for execution by one or more processors, the method comprising:
A non-transitory machine-readable storage medium having machine executable instructions for causing one or more processors to perform a method, the method comprising:
Dependencies are inferred from the claim text.
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Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects: wherein at least part of the system is portable
Player-machine interfaces: display means
Coin-freed or like apparatus
About 3 years 5 months of term left · ends 31 Mar 2030 (estimated)
The embodiments relate generally to wagering game machines and more particularly to providing a subsurface scattering shader on wagering game machines.
A portion of the disclosure of this patent document contains material to which the claim of copyright protection is made. The copyright owner has no objection to the facsimile reproduction by any person of the patent document or the patent disclosure, as it appears in the U.S. Patent and Trademark Office file or records, but reserves all other rights whatsoever. Copyright © 2007, 2008 WMS Gaming Inc. All Rights Reserved.
Wagering game machine makers continually provide new and entertaining games. One way of increasing entertainment value associated with casino-style wagering games (e.g., video slots, video poker, video black jack, and the like) includes offering a variety of base games and bonus events. However, despite the variety of base games and bonus events, players often lose interest in repetitive wagering game content. In order to maintain player interest, wagering game machine makers frequently update wagering game content with new game themes, game settings, bonus events, game software, and other electronic data. Further, entertainment value may be increased by providing an enhanced visual game play experience.
FIG. 1 is a perspective view of a wagering game machine, according to example embodiments of the invention.
FIG. 2 is a perspective view of a portable wagering game machine according to an example embodiment.
FIG. 3A is a block diagram of an architecture, including a control system, for a wagering game machine according to an example embodiment.
In the following detailed description of exemplary embodiments of the invention, reference is made to the accompanying drawings which form a part hereof, and in which is shown by way of illustration specific exemplary embodiments in which the invention may be practiced. These embodiments are described in sufficient detail to enable those skilled in the art to practice the invention, and it is to be understood that other embodiments may be utilized and that logical, mechanical, electrical and other changes may be made without departing from the scope of the inventive subject matter.
Some portions of the detailed descriptions which follow are presented in terms of algorithms and symbolic representations of operations on data bits within a computer memory. These algorithmic descriptions and representations are the ways used by those skilled in the data processing arts to most effectively convey the substance of their work to others skilled in the art. An algorithm is here, and generally, conceived to be a self-consistent sequence of steps leading to a desired result. The steps are those requiring physical manipulations of physical quantities. Usually, though not necessarily, these quantities take the form of electrical or magnetic signals capable of being stored, transferred, combined, compared, and otherwise manipulated. It has proven convenient at times, principally for reasons of common usage, to refer to these signals as bits, values, elements, symbols, characters, terms, numbers, or the like. It should be borne in mind, however, that all of these and similar terms are to be associated with the appropriate physical quantities and are merely convenient labels applied to these quantities. Unless specifically stated otherwise as apparent from the following discussions, terms such as “processing” or “computing” or “calculating” or “determining” or “displaying” or the like, refer to the action and processes of a computer system, or similar computing device, that manipulates and transforms data represented as physical (e.g., electronic) quantities within the computer system's registers and memories into other data similarly represented as physical quantities within the computer system memories or registers or other such information storage, transmission or display devices.
In the Figures, the same reference number is used throughout to refer to an identical component which appears in multiple Figures. Signals and connections may be referred to by the same reference number or label, and the actual meaning will be clear from its use in the context of the description.