Autostereoscopic Gaming View Rendering by Player Position

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Solution Overview

Problem

Autostereoscopic 3D displays in wagering games face challenges such as distorted images and discomfort for players due to wrap-around effects and alignment issues when viewing from different angles, leading to a suboptimal gaming experience.

Innovation Solution

The system determines a player's position relative to the display and adjusts the rendering of autostereoscopic content by configuring virtual cameras to project optimal views based on the player's position, preventing distortions and maintaining a seamless image transition between viewing zones.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If autostereoscopic display presents multiple 3D views at different viewing angles, then visual appeal and entertainment value are improved, but distorted areas and image degradation occur between viewing angles

Engineering Contradiction:
Improvevisual appealVSAvoidimage quality
Core Design Contradiction:
Ease of manufactureVSManufacturing precision

Solution Approach 1:

The patent implements dynamic view selection and rendering based on detected player position. The system continuously monitors player location and adjusts the rendered view accordingly, transitioning smoothly between different 3D views as the player moves laterally. This dynamic adaptation eliminates distorted areas by ensuring the player always sees an optimal view from their current position, rather than static views that cause degradation at boundaries.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes rendering parameters based on player position detection. When the player moves between viewing zones, the system adjusts which virtual camera view is rendered and modifies the rendering perspective to maintain image quality. This parameter adaptation prevents the wrap-around effects and distortion that occur with fixed viewing angle displays.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If player moves laterally close to the display face, then viewing flexibility is improved, but distorted areas are encountered quickly reducing gaming experience

Engineering Contradiction:
Improveviewing flexibilityVSAvoidgaming experience
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system uses player position detection to provide feedback about where the player is located relative to the display. This feedback loop allows the rendering system to adjust the viewed content in real-time based on the player's lateral position, ensuring that distorted areas are avoided and optimal views are maintained regardless of how far the player moves from the center.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent implements dynamic view selection and rendering based on detected player position. The system continuously monitors player location and adjusts the rendered view accordingly, transitioning smoothly between different 3D views as the player moves laterally. This dynamic adaptation eliminates distorted areas by ensuring the player always sees an optimal view from their current position, rather than static views that cause degradation at boundaries.

Inventive Principle:
Principle #15Dynamics

3Ease of operation

If player is far away from the display, then viewing comfort is improved, but edges of content appear cut off

Engineering Contradiction:
Improveviewing comfortVSAvoidcontent visibility
Core Design Contradiction:
Ease of operationVSLoss of information

Solution Approach 1:

The patent employs virtual cameras positioned at various depths and angles to capture content from multiple perspectives. By rendering from these virtual camera positions rather than fixed display angles, the system can present complete content views even when players are seated at distances optimized for comfort, preventing edge content from being cut off.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

4Manufacturing precision

If autostereoscopic rendering is optimized for centered position, then image quality at center is improved, but transitions between viewing zones cause wrap-around effects

Engineering Contradiction:
Improveimage qualityVSAvoidwrap-around effects
Core Design Contradiction:
Manufacturing precisionVSObject-generated harmful factors

Solution Approach 1:

The patent implements dynamic view selection and rendering based on detected player position. The system continuously monitors player location and adjusts the rendered view accordingly, transitioning smoothly between different 3D views as the player moves laterally. This dynamic adaptation eliminates distorted areas by ensuring the player always sees an optimal view from their current position, rather than static views that cause degradation at boundaries.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system pre-renders multiple virtual camera views and stores them for quick access. When player position changes, the system can immediately switch to the appropriate pre-rendered view or smoothly interpolate between views, preventing the wrap-around effects that occur when trying to dynamically generate views during fast player movements.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS9311771B2Presenting autostereoscopic gaming content according to viewer position
Publication Date: 2016.04.12 LNW GAMING INC
  • US9311771B2 patent drawing
  • US9311771B2 patent drawing
  • US9311771B2 patent drawing

AI summary

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.