Stereoscopic 3D Casino Game Rendering with Static Texture Mapping
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Solution Overview
Problem
Conventional 3D image generation techniques for virtual casino game machines result in unrealistic and computationally expensive images, leading to decreased customer interest and increased computational costs.
Innovation Solution
The method involves using static 2D images from different viewpoints as textures in a virtual 3D environment to generate stereoscopic 3D images, reducing computational expense while enhancing realism by applying differential illumination information and tracking viewer positions for personalized views.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If conventional 3D image generation techniques are used for virtual casino game machines, then three-dimensional visualization is achieved, but computational cost increases and image realism decreases
Solution Approach 1:
The patent uses static 2D images captured from real casino game machines as texture maps for virtual 3D models. Instead of generating all 3D visual elements computationally, the system copies realistic surface details from photographs and applies them to virtual models, achieving photorealistic quality while reducing the computational burden of generating complex 3D geometries and materials from scratch.
Solution Approach 2:
The system performs preliminary capture and processing of 2D images from multiple viewpoints before the actual 3D rendering. By pre-capturing realistic surface textures and pre-processing them into appropriate formats and resolutions, the system eliminates the need for complex real-time 3D texture generation during gameplay, significantly reducing computational costs while maintaining image realism.
2Device complexity
If static textures are used in virtual 3D environment, then computational expense is reduced, but movement parallax and viewing flexibility are lost
Solution Approach 1:
The patent segments the texture application process by creating multiple static 2D images from different viewpoints and applying each to the appropriate surface of the virtual 3D model. This segmentation allows the system to use simple static textures while still providing multi-viewpoint capability, as each surface element has its own pre-rendered texture from the correct angle, eliminating the need for complex real-time texture mapping calculations.
Solution Approach 2:
The system transitions from using a single dynamic texture that must be rendered in real-time from any angle to using multiple static 2D images arranged in a dimensional array corresponding to different viewpoints. By organizing textures along the viewpoint dimension rather than computing them dynamically, the system achieves viewing flexibility with minimal computational expense.
3Adaptability or versatility
If multiple viewpoints are rendered in real-time, then movement parallax is provided, but computational cost and processing time increase
Solution Approach 1:
The system performs the computationally intensive task of rendering multiple viewpoints in advance, capturing static images from each desired angle before the user interacts with the application. These pre-rendered images are then stored and simply displayed based on the user's current viewpoint, eliminating the need for real-time rendering of multiple perspectives and reducing processing time to minimal lookup and display operations.
Solution Approach 2:
Instead of generating multiple viewpoint images through complex real-time ray tracing or rendering calculations, the system creates accurate copies of the scene from each viewpoint by applying appropriate static 2D textures to the virtual model surfaces. This copying approach provides movement parallax效果 without the computational overhead of generating each viewpoint image dynamically.
4Manufacturing precision
If high-resolution textures are applied to all surfaces, then image quality is improved, but memory usage and processing load increase
Solution Approach 1:
The patent applies different texture resolutions and qualities to different surfaces of the virtual 3D model based on their visual importance and viewing characteristics. Critical surfaces that are always visible or contain important game information receive high-resolution textures, while less important surfaces use lower-resolution textures. This local differentiation maintains overall image quality while significantly reducing total memory consumption compared to uniformly applying high-resolution textures to all surfaces.
Data Source
AI summary
Three-dimensional displays and related techniques are provided. A method of generating a stereoscopic 3D image of a casino game apparatus is provided. A first static 2D image may be applied to a surface in a virtual 3D environment as a first texture of the surface in a first view of the virtual 3D environment. A second static 2D image may be applied to the surface in the virtual 3D environment as a second texture of the surface in a second view of the virtual 3D environment. A stereoscopic 3D image of the casino game apparatus may be generated, the stereoscopic 3D image comprising the first view of the virtual 3D environment with the first static 2D image applied as the first texture to the surface and the second view of the virtual 3D environment with the second static 2D image applied as the second texture to the surface.


