Source: http://www.google.com/patents/US7909696?dq=1886562
Timestamp: 2014-09-18 06:31:35
Document Index: 238002282

Matched Legal Cases: ['Application No. 2003279092', 'Application No. 2003279742', 'Application No. 2005201148', 'Application No. 2003237479', 'Application No. 27720', 'Application No. 2005201148', 'Application No. 2006203556', 'Application No. 0427512', 'Application No. 0427512', 'Application No. 07', 'Application No. 07', 'Application No. 03', 'Application No. 07809991', 'Application No. 03773084', 'Application No. 03770604', 'Application No. 0505328', 'Application No. 2005109160', 'Application No. 2005109161']

Patent US7909696 - Game interaction in 3-D gaming environments - Google PatentsSearch Images Maps Play YouTube News Gmail Drive More »Sign in<nobr>Advanced Patent Search</nobr>PatentsA gaming machine is described having a gaming controller operable to control one or more games of chance played on the gaming machine. A memory stores 3-D data corresponding to a 3-D gaming environment. Gaming logic renders a plurality of images of the 3-D gaming environment for presentation on the machine's...http://www.google.com/patents/US7909696?utm_source=gb-gplus-sharePatent US7909696 - Game interaction in 3-D gaming environmentsAdvanced Patent SearchPublication numberUS7909696 B2Publication typeGrantApplication numberUS 10/803,233Publication dateMar 22, 2011Filing dateMar 17, 2004Priority dateAug 9, 2001Also published asUS20050075167Publication number10803233, 803233, US 7909696 B2, US 7909696B2, US-B2-7909696, US7909696 B2, US7909696B2InventorsNicole M. Beaulieu, Steven G. LeMay, Johnny Luigi Palchetti, Greg A. Schlottmann, Robert Breckner, John HostetlerOriginal AssigneeIgtExport CitationBiBTeX, EndNote, RefManPatent Citations (109), Non-Patent Citations (122), Referenced by (1), Classifications (21), Legal Events (1) External Links: USPTO, USPTO Assignment, EspacenetGame interaction in 3-D gaming environmentsUS 7909696 B2Abstract A gaming machine is described having a gaming controller operable to control one or more games of chance played on the gaming machine. A memory stores 3-D data corresponding to a 3-D gaming environment. Gaming logic renders a plurality of images of the 3-D gaming environment for presentation on the machine's display. The images depict manipulation of one or more aspects of the 3-D gaming environment by a user. A user interface provides user input to facilitate the manipulation of the one or more aspects of the 3-D gaming environment by the user.
a gaming controller operable, in response to at least one wager, to control a single game of chance including a plurality of game outcomes associated with the single game of chance or to simultaneously control a plurality of games of chance including a plurality of separate game outcomes associated, respectively, with each of the plurality of games of chance wherein the plurality of games of chance are played simultaneously by a user;
an input mechanism for receiving cash or an indicia of credit used to make the at least one wager;
memory operable to store 3-D data corresponding to a 3-D gaming environment;
a display operable to display the plurality of game outcomes or the plurality of separate game outcomes;
gaming logic operable to generate the plurality of game outcomes or the plurality of separate game outcomes in the 3-D gaming environment wherein said game outcomes or said separate game outcomes are generated as a plurality of vertices specified in a 3-D coordinate system associated with the 3-D gaming environment, said plurality of vertices defining a plurality of surfaces in the 3-D gaming environment on which textures are applied;
gaming logic operable to render a plurality of images of the 3-D gaming environment for presentation on the display wherein only a portion of the plurality of game outcomes or only a portion of the plurality of separate game outcomes are viewable on the display at one time and wherein the portion of the plurality of game outcomes or the portion of the plurality of separate game outcomes that are viewable on the display is determined based upon at least a position of a virtual camera specified using the 3-D coordinate system of the 3-D gaming environment wherein the position of the virtual camera in the 3-D gaming environment determines a portion of the plurality of surfaces in the 3-D gaming environment that are visible in each of the plurality of images rendered from the 3-D gaming environment, said rendering including projecting the surfaces defined in the 3-D coordinate system to a two-dimensional projection surface;
gaming logic operable to render the plurality of images of the 3-D gaming environment for presentation on the display, the images depicting manipulation of one or more aspects of the 3-D gaming environment by the user including manipulations that allow the user to view different portions of the plurality of game outcomes or the plurality of separate game outcomes;
a user interface operable to provide user input to facilitate the manipulation of the one or more aspects of the 3-D gaming environment by the user; and
a housing configured to enclose the gaming controller, said housing coupled to the input mechanism, the display and the user interface.
2. The gaming machine of claim 1 wherein manipulation of the one or more aspects of the 3-D gaming environment comprises any of changing a viewpoint perspective within the 3-D gaming environment, changing a position within the 3-D gaming environment, moving an object, reshaping an object, eliminating an object, creating an object, and causing objects to interact.
3. The gaming machine of claim 1 wherein the user interface comprises any of a touchscreen, a trackball, one or more buttons, a joystick, a body-tracking device, a positional sensor, one or more inertial sensors, a wand, a mouse, a touchpad, a pressure sensitive device, a discrete device, a voice recognition system, thermal sensors, optical sensors, or any combination thereof.
4. The gaming machine of claim 1 wherein the gaming logic is further operable to render the plurality of images to depict a plurality of game outcomes or the plurality of separate games outcomes in an arrangement.
5. The gaming machine of claim 4 wherein the gaming logic is operable to render at least one of the images which presents all of the game outcomes or all of the separate game outcomes simultaneously from at least one perspective.
6. The gaming machine of claim 4 wherein the gaming logic is operable to render at least one of the images which presents less than all of the game outcomes or all the separate game outcomes simultaneously from at least one perspective.
7. The gaming machine of claim 4 wherein the manipulation of the one or more aspects of the 3-D gaming environment comprises changing a viewpoint perspective within the 3-D gaming environment such that the plurality of game outcomes or the plurality of separate game outcomes are viewable from a plurality of different perspectives.
8. The gaming machine of claim 7 wherein gaming logic is operable to constrain the changing of the viewpoint perspective with reference to the arrangement.
9. The gaming machine of claim 8 wherein the gaming logic is operable to constrain the changing of the viewpoint perspective by employing only degrees of freedom which result in each of the images showing at least a portion of the arrangement of the plurality of game outcomes or the plurality of separate game outcomes.
10. The gaming machine of claim 4 wherein the arrangement comprises any of a 2-D planar array, a 2-D planar array receding to a point within the 3-D gaming environment, a 2-D array on a curved surface, a 3-D array, a pillar configuration on one or more surfaces of a cylinder, a reel configuration on surfaces of a plurality of reels, a polyhedral configuration on surfaces of a polyhedron, a boundary configuration on surfaces bounding the 3-D gaming environment, and a room configuration in a plurality of sub-spaces within the 3-D gaming environment.
11. The gaming machine of claim 1 wherein the gaming logic is operable to render the plurality of images such that the manipulation of the one or more aspects of the 3-D gaming environment is constrained in at least one of a plurality of degrees of freedom associated with the 3-D gaming environment.
12. The gaming machine of 11 wherein the manipulation of the one or more aspects of the 3-D gaming environment comprises changing a viewpoint perspective within the 3-D gaming environment thereby simulating navigation within the 3-D gaming environment.
13. The gaming machine of 12 wherein changing the viewpoint perspective comprises allowing the viewpoint perspective to change in only one of the degrees of freedom.
14. The gaming machine of claim 12 wherein changing the viewpoint perspective comprises allowing the viewpoint perspective to change only in fewer than all of the degrees of freedom.
15. The gaming machine of claim 12 wherein the navigation is constrained to a predetermined path within the 3-D gaming environment.
16. The gaming machine of claim 11 wherein the degrees of freedom comprise up/down, forward/reverse, left/right, roll, pitch, yaw, and zoom in/zoom out.
17. The gaming machine of claim 11 wherein the degrees of freedom correspond to any of a Cartesian coordinate system, a polar coordinate system, and a spherical coordinate system.
18. The gaming machine of claim 1 wherein the gaming logic is further operable to provide sound effects corresponding to the manipulation of the one or more aspects of the 3-D gaming environment.
19. The gaming machine of claim 18 wherein the sound effects simulate location and motion.
a gaming controller operable, in response to at least one wager, to control a single game of chance including a plurality of game outcomes associated with the single game of chance or to simultaneously control a plurality of games of chance including a plurality of separate game outcomes associated, respectively, with each of the plurality of games of chance wherein the plurality of games of chance are played simultaneously by the user;
gaming logic operable to render a plurality of images of the 3-D gaming environment for presentation on the display, each of the images depicting fewer than all of the plurality of game outcomes or fewer than all of the plurality of separate game outcomes, successive ones of the images facilitating navigation among all of the game outcomes or among all of the separate game outcomes wherein a portion of the plurality of game outcomes or a portion of the plurality of separate game outcomes that are viewable on the display is determined based upon at least a position of a virtual camera specified using the 3-D coordinate system of the 3-D gaming environment wherein the position of the virtual camera in the 3-D gaming environment determines a portion of the plurality of surfaces in the 3-D gaming environment that are visible in each of the plurality of images rendered from the 3-D gaming environment, said rendering including projecting the surfaces defined in the 3-D coordinate system to a two-dimensional projection surface; and
21. The gaming machine of claim 20 wherein the plurality of game outcomes or the plurality of separate game outcomes is configured in an arrangement comprising any of a 2-D planar array, a 2-D planar array receding to a point within the 3-D gaming environment, a 2-D array on a curved surface, a 3-D array, a pillar configuration on one or more surfaces of a cylinder, a reel configuration on surfaces of a plurality of reels, a polyhedral configuration on surfaces of a polyhedron, a boundary configuration on surfaces bounding the 3-D gaming environment, and a room configuration in a plurality of sub-spaces within the 3-D gaming environment.
22. The gaming machine of claim 20 wherein the gaming logic is operable to render the images such that the game outcomes or the separate game outcomes are viewable from a plurality of perspectives within the 3-D gaming environment.
23. The gaming machine of claim 22 wherein the game outcomes or the separate game outcomes are presented in an arrangement within the 3-D gaming environment, the gaming logic being operable to constrain the plurality of perspectives from which the game outcomes or the separate game outcomes are viewable with reference to the arrangement.
24. The gaming machine of claim 23 wherein the arrangement comprises a virtual planar array of the outcomes or the separate game outcomes, and wherein the gaming logic is operable to constrain the plurality of perspectives to a portion of the 3-D gaming environment above the array.
25. The gaming machine of claim 23 wherein the arrangement comprises an array of the game outcomes or the separate game outcomes on a substantially cylindrical surface, and wherein the gaming logic is operable to constrain the plurality of perspectives such that the game outcomes or the separate game outcomes may only be viewed normal to the cylindrical surface from a fixed distance.
26. The gaming machine of claim 23 wherein the arrangement comprises pay lines on a plurality of virtual slot machine reels, and wherein the gaming logic is operable to constrain the plurality of perspectives to viewing of the pay lines.
27. The gaming machine of claim 23 wherein the gaming logic is operable to constrain the plurality of perspectives by restricting at least one of a plurality of degrees of freedom.
28. The gaming machine of claim 27 wherein the degrees of freedom comprise up/down, forward/reverse, left/right, roll, pitch, yaw, and zoom in/zoom out.
29. The gaming machine of claim 27 wherein the degrees of freedom correspond to any of a Cartesian coordinate system, a polar coordinate system, and a spherical coordinate system.
30. The gaming machine of claim 20 further comprising a user interface operable to provide user input to facilitate the navigation among the outcomes.
31. The gaming machine of claim 30 wherein the user interface comprises any of a touchscreen, a trackball, one or more buttons, a joystick, a body-tracking device, a positional sensor, one or more inertial sensors, a wand, a mouse, a touchpad, a pressure sensitive device, a discrete device, a voice recognition system, thermal sensors, optical sensors, or any combination thereof.
32. A method for facilitating manipulation of at least some aspects of a 3-D gaming environment presented on a display of a gaming machine, the gaming machine being operable to facilitate play of one or more games of chance, the method comprising
in response to at least one wager, controlling a single game of chance including a plurality of game outcomes associated with the single game of chance or controlling simultaneously a plurality of games of chance including a plurality of separate game outcomes associated, respectively, with each of the plurality of games of chance wherein the plurality of games of chance are played simultaneously by the user;
generating the plurality of game outcomes or the plurality of separate game outcomes in the 3-D gaming environment wherein said game outcomes or said separate game outcomes are generated as a plurality of vertices specified in a 3-D coordinate system associated with the 3-D gaming environment, said plurality of vertices defining a plurality a surfaces in the 3-D gaming environment on which textures are applied; and
rendering a plurality of images of the 3-D gaming environment for presentation on the display wherein a only portion of the plurality of game outcomes or only a portion of the plurality of separate game outcomes are viewable on the display at one time and wherein the portion of the plurality of game outcomes or the portion of the plurality of separate game outcomes that are viewable on the display is determined based upon at least a position of a virtual camera specified using the 3-D coordinate system of the 3-D gaming environment wherein the position of the virtual camera in the 3-D gaming environment determines a portion of the plurality of surfaces in the 3-D gaming environment that are visible in each of the plurality of images rendered from the 3-D gaming environment, said rendering including projecting the surfaces defined in the 3-D coordinate system to a two-dimensional projection surface;
the images depicting manipulation of the one or more aspects of the 3-D gaming environment by a user using a user interface.
33. The method of claim 32 wherein manipulation of the one or more aspects of the 3-D gaming environment comprises any of changing a viewpoint perspective within the 3-D gaming environment, changing a position within the 3-D gaming environment, moving an object, reshaping an object, eliminating an object, creating an object, and causing objects to interact.
34. The method of claim 32 wherein the user interface comprises any of a touchscreen, a trackball, one or more buttons, a joystick, a body-tracking device, a positional sensor, one or more inertial sensors, a wand, a mouse, a touchpad, a pressure sensitive device, a discrete device, a voice recognition system, thermal sensors, optical sensors, or any combination thereof.
35. The method of claim 32 wherein the plurality of game outcomes or the plurality of separate game outcomes are configured in an arrangement.
36. The method of claim 35 wherein at least one of the images presents all of the plurality of game outcomes or all of the plurality of separate game outcomes simultaneously from at least one perspective.
37. The method of claim 35 wherein at least one of the images presents less than all of plurality of game outcomes or all of the plurality of separate game outcomes simultaneously from at least one perspective.
38. The method of claim 35 wherein the manipulation of the one or more aspects of the 3-D gaming environment comprises changing a viewpoint perspective within the 3-D gaming environment such that the plurality of game outcomes or the plurality of separate game outcomes are viewable from a plurality of different perspectives.
39. The method of claim 38 wherein the changing of the viewpoint perspective is constrained with reference to the arrangement.
40. The method of claim 39 wherein the changing of the viewpoint perspective is constrained by employing only degrees of freedom which result in each of the images showing at least a portion of the arrangement of the plurality of game outcomes or the arrangement of the plurality of separate game outcomes.
41. The method of claim 35 wherein the arrangement comprises any of a 2-D planar array, a 2-D planar array receding to a point within the 3-D gaming environment, a 2-D array on a curved surface, a 3-D array, a pillar configuration on one or more surfaces of a cylinder, a reel configuration on surfaces of a plurality of reels, a polyhedral configuration on surfaces of a polyhedron, a boundary configuration on surfaces bounding the 3-D gaming environment, and a room configuration in a plurality of sub-spaces within the 3-D gaming environment.
42. The method of claim 32 wherein the manipulation of the one or more aspects of the 3-D gaming environment is constrained in at least one of a plurality of degrees of freedom associated with the 3-D gaming environment.
43. The method of 42 wherein the manipulation of the one or more aspects of the 3-D gaming environment comprises changing a viewpoint perspective within the 3-D gaming environment thereby simulating navigation within the 3-D gaming environment.
44. The method of 43 wherein changing the viewpoint perspective comprises allowing the viewpoint perspective to change in only one of the degrees of freedom.
45. The method of claim 43 wherein changing the viewpoint perspective comprises allowing the viewpoint perspective to change only in fewer than all of the degrees of freedom.
46. The method of claim 43 wherein the navigation is constrained to a predetermined path within the 3-D gaming environment.
47. The method of claim 42 wherein the degrees of freedom comprise up/down, forward/reverse, left/right, roll, pitch, yaw, and zoom in/zoom out.
48. The method of claim 42 wherein the degrees of freedom correspond to any of a Cartesian coordinate system, a polar coordinate system, and a spherical coordinate system.
49. The method of claim 32 further comprising providing sound effects corresponding to the manipulation of the one or more aspects of the 3-D gaming environment.
50. The method of claim 49 wherein the sound effects simulate location and motion.
51. A method for presenting a plurality of separate game outcomes of a plurality of games of chance or a plurality of game outcomes for a single game of chance on a display of a gaming machine, the method comprising:
in response to at least one wager, controlling the single game of chance including the plurality of game outcomes associated with the single game of chance or controlling simultaneously the plurality of games of chance including the plurality of separate game outcomes associated, respectively, with each of the plurality of games of chance wherein the plurality of games of chance are played simultaneously by the user;
generating the plurality of game outcomes or the plurality of separate game outcomes in the 3-D gaming environment wherein said game outcomes or said separate game outcomes are generated as a plurality of vertices specified in a 3-D coordinate system associated with the 3-D gaming environment, said plurality of vertices defining a plurality of surfaces in the 3-D gaming environment on which textures are applied;
rendering a plurality of images of a 3-D gaming environment for presentation on the display, each of the images depicting fewer than all of the plurality of game outcomes or fewer than all of the plurality of separate game outcomes, successive ones of the images facilitating navigation among all of the plurality of game outcomes or the plurality of separate game outcomes within the 3-D gaming environment wherein a portion of the plurality of game outcomes or a portion of the plurality of separate game outcomes that are viewable on the display is determined based upon at least a position of a virtual camera specified using the 3-D coordinate system of the 3-D gaming environment wherein the position of the virtual camera in the 3-D gaming environment determines a portion of the plurality of surfaces in the 3-D gaming environment that are visible in each of the plurality of images rendered from the 3-D gaming environment, said rendering including projecting the surfaces defined in the 3-D coordinate system to a two-dimensional projection surface.
52. The method of claim 51 wherein the plurality of game outcomes or the plurality of separate game outcomes are configured in an arrangement comprising any of a 2-D planar array, a 2-D planar array receding to a point within the 3-D gaming environment, a 2-D array on a curved surface, a 3-D array, a pillar configuration on one or more surfaces of a cylinder, a reel configuration on surfaces of a plurality of reels, a polyhedral configuration on surfaces of a polyhedron, a boundary configuration on surfaces bounding the 3-D gaming environment, and a room configuration in a plurality of sub-spaces within the 3-D gaming environment.
53. The method of claim 51 wherein the images depict the plurality of game outcomes or the plurality of separate game outcomes from a plurality of perspectives within the 3-D gaming environment.
54. The method of claim 53 wherein the plurality of game outcomes or the plurality of separate game outcomes are presented in an arrangement within the 3-D gaming environment, and wherein the plurality of perspectives from which the plurality of game outcomes or the plurality of separate game outcomes may be viewed is constrained with reference to the arrangement.
55. The method of claim 54 wherein the arrangement comprises a virtual planar array of the plurality of game outcomes or the plurality of separate game outcomes, and wherein the plurality of perspectives is constrained to a portion of the 3-D gaming environment above the array.
56. The method of claim 54 wherein the arrangement comprises an array of the plurality of game outcomes or the plurality of separate game outcomes on a substantially cylindrical surface, and wherein the plurality of perspectives is constrained such that the plurality of game outcomes or the plurality of separate game outcomes is only viewable normal to the cylindrical surface from a fixed distance.
57. The method of claim 54 wherein the arrangement comprises pay lines on a plurality of virtual slot machine reels, and wherein the plurality of perspectives is constrained to viewing of the pay lines.
58. The method of claim 54 wherein the plurality of perspectives is constrained by restricting at least one of a plurality of degrees of freedom.
59. The method of claim 58 wherein the degrees of freedom comprise up/down, forward/reverse, left/right, roll, pitch, yaw, and zoom in/zoom out.
60. The method of claim 58 wherein the degrees of freedom correspond to any of a Cartesian coordinate system, a polar coordinate system, and a spherical coordinate system.
RELATED APPLICATION DATA The present application claims priority under 35 U.S.C. 120 of U.S. patent application Ser. No. 09/927,901 for VIRTUAL CAMERAS AND 3-D GAMING ENVIRONMENTS IN A GAMING MACHINE filed on Aug. 9, 2001, and issued as U.S. Pat. No. 6,887,157 on May 3, 2005, the entire disclosure of which is incorporated herein by reference for all purposes.
BACKGROUND OF THE INVENTION This invention relates to game presentation methods for gaming machines such as slot machines and video poker machines. More particularly, the present invention relates to apparatus and methods of for displaying game presentations derived from a 3-D gaming environment. Still more particularly, embodiments of the present invention relate to various techniques for enabling game players to interact with such a 3-D gaming environment.
SUMMARY OF THE INVENTION The present invention provides methods and apparatus which facilitate player interaction with various aspects of a 3-D gaming environment. According to some embodiments, the game player is allowed to interact with the 3-D gaming environment by, for example, changing the viewpoint perspective to effect navigation, or manipulating objects in the environment. According to some embodiments, the degrees of freedom with which the game player interacts with the multi-dimensional gaming environments enabled by the invention are controlled to allow the player to take full advantage of the variability provided while ensuring that a reasonable game playing throughput is maintained.
According to a specific embodiment, a gaming machine is provided having a gaming controller operable to control one or more games of chance played on the gaming machine. A memory is operable to store 3-D data corresponding to a 3-D gaming environment. Gaming logic is operable to render a plurality of images of the 3-D gaming environment for presentation on the machine's display. The images depict manipulation of one or more aspects of the 3-D gaming environment by a user. A user interface is operable to provide user input to facilitate the manipulation of the one or more aspects of the 3-D gaming environment by the user.
According to another specific embodiment of the invention, a method is provided for facilitating manipulation of at least some aspects of a 3-D gaming environment presented on a display of a gaming machine which is operable to facilitate play of one or more games of chance. According to this embodiment, a plurality of images of the 3-D gaming environment are rendered for presentation on the display. The images depict manipulation of the one or more aspects of the 3-D gaming environment by a user using a user interface.
According to yet another specific embodiment of the invention, a gaming machine is provided having a gaming controller operable to control a plurality of games of chance played on the gaming machine, and to generate a plurality of outcomes corresponding to the games of chance. A memory is operable to store 3-D data corresponding to a 3-D gaming environment. Gaming logic is operable to render a plurality of images of the 3-D gaming environment for presentation on the machine's display. Each of the images depicts fewer than all of the plurality of outcomes. Successive ones of the images facilitate navigation among all of the outcomes.
According to still another specific embodiment of the invention, a method is provided for presenting a plurality of outcomes of a plurality of games of chance on a display of a gaming machine. According to this embodiment, a plurality of images of a 3-D gaming environment are rendered for presentation on the display. Each of the images depicts fewer than all of the plurality of outcomes. Successive ones of the images facilitate navigation among all of the outcomes within the 3-D gaming environment.
FIG. 14 is a diagram for illustrating degrees of freedom associated with an exemplary 3-D virtual space.
FIG. 15 is a drawing of a 3-D gaming environment emulating a virtual casino according to a specific embodiment of the invention.
FIG. 16 is an illustration of another 3-D gaming environment according to another embodiment of the invention.
FIG. 17 is an illustration of a 3-D gaming environment in which a plurality of game outcomes are presented according to a specific embodiment of the invention.
FIG. 18 is an illustration of a 3-D gaming environment in which a plurality of game outcomes are presented according to another specific embodiment of the invention.
FIG. 19 is an illustration of a 3-D gaming environment in which a plurality of game outcomes are presented according to yet another specific embodiment of the invention.
DESCRIPTION OF THE PREFERRED EMBODIMENTS Reference will now be made in detail to specific embodiments of the invention including the best modes contemplated by the inventors for carrying out the invention. Examples of these specific embodiments are illustrated in the accompanying drawings. While the invention is described in conjunction with these specific embodiments, it will be understood that it is not intended to limit the invention to the described embodiments. On the contrary, it is intended to cover alternatives, modifications, and equivalents as may be included within the spirit and scope of the invention as defined by the appended claims. In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present invention. The present invention may be practiced without some or all of these specific details. In addition, well known features or process operations have not been described in detail in order not to unnecessarily obscure the present invention.
In some embodiments, a player may select from among one or more virtual gaming environments to be used in a game play on a gaming machine. For instance, a first gaming environment may involve a city-scape, such as New York, while a second gaming environment may involve a city-scape, such as Paris. During a game play on a gaming machine, a player may be able to select New York or Paris as a city-scape for the virtual gaming environment used during game play. The different game environments and different scenes generated from the environments may be stored in a memory on the gaming machine as a library of some type.
In particular embodiments, while using the gaming machine, a player may be able to control the position of the virtual camera using an input mechanism on the gaming machine (see FIG. 5). For instance, a player may be able to move the position of lens 106 closer to the surface 108 in the gaming environment 108 which generates the appearance of zooming or the object may be moved closer to the camera. For multiple hand card games, a player may be able to zoom-in on a particular hand to �expand on demand� the hand increasing the visibility of the hand. For instance, a player may use an input mechanism to �scroll� the camera and view larger portions. As another example, the player may be able maneuver a virtual camera through the gaming environment or select a scene in the gaming environment. An opportunity to move the virtual camera may be triggered by certain game events such as a bonus game event on the gaming machine or the movement of the camera may be scripted (e.g. pre-determined) as part of the game playing sequence. For example, as part of the play of a bonus game event, a player may be able to choose from a number of doors leading to different rooms with treasure chests. When the player enters of one of the rooms, the chest is opened and their bonus award is revealed.
At any given time during a game presentation viewed on a display screen on the gaming machine, only a portion of the plurality of the games modeled in the 3-D gaming environment may be visible to the player. Thus, a game play in a 3-D gaming environment may be greater than a game play in a 2-D gaming environment because a game of chance may be presented on surfaces modeled in the 3-D gaming environment that may be hidden from view. In a 2-D gaming environment, there is not any hidden surfaces i.e. �what you see� is �what you get.� Since the viewpoint in the 3-D model may be varied, the player or gaming machine may zoom-in on one or more games of interest, some of which may be hidden in a current 2-D view, and select a desirable resolution level. Thus, all of the games or game components do not have to be rendered on a single screen simultaneously.
A number of virtual cameras may be positioned in the virtual gaming environment 200 to capture one or more symbols on the slot reels. For instance, lens 220 of a virtual camera captures the �7� symbol on reel 202 in volume 221 of the virtual gaming environment 200. Lens 222 of a virtual camera captures the �triangle� symbol on reel 204 in volume 223 of the virtual gaming environment. Lens 224 of a virtual camera captures a �triple bar� symbol (not shown) on reel 204 of the virtual gaming environment. Finally, Lens 226 of a virtual camera captures the �oval� symbol on reel 206 in volume 226 of the virtual gaming environment. However, a single virtual camera may also be used to capture multiple symbols such as a line of symbols across multiple reels.
The symbols captured from the virtual cameras using lens 220, 222, 224 and 226 may be used to create various paylines that may be used for wagering. For example, the symbols captured from lens 220, 222 and 226 are used to generate a first combination of symbols 232 which may be wagered on during game play. The symbols captured from lens 220, 224 and 226 are used to generate a second combination of symbols 234 which may wagered on during game play. Finally, virtual cameras may be positioned along payline 230 to capture the combination of symbols 236.
In another embodiment, the slot reels 202, 204, 206 may appear translucent or semi-transparent such that symbols on the back of the reel may be visible from the front. Paylines, that may be wagered on by a player, may be rendered in �virtual space� to connect symbols on the front of a reel to a symbol on the back of the reel. For instance, a payline may be rendered from the front of reel 202 to the back of reel 204 and to the front of reel 206.
In the example, shown in FIG. 5, the top box 6 houses a number of devices, which may be used to input player tracking information or other player identification information into the gaming machine 2, including the bill validator 30 which may read bar-coded tickets 20, a key pad 22, a florescent display 16, and a camera 44, and a card reader 24 for entering a magnetic striped cards or smart cards. The camera 44 may be used to generate player images that are integrated into a virtual gaming environment implemented on the gaming machine. The key pad 22, the fluorescent display 16 and the card reader 24 may be used to enter and display player tracking information. In addition, other input devices besides those described above may be used to enter player identification information including a finger print recording device or a retina scanner. Methods and apparatus for capturing a player's image to a video frame is described in co-pending U.S. patent application Ser. No. 09/689,498, by LeMay et al. filed on Oct. 11, 2000 and titled �Frame Buffer Capture of Actual Game Play� is incorporated herein in its entirety and for all purposes.
The present invention is not limited to windows arranged in an essentially planar manner on the display screen, i.e. rectangular windows arranged side by or over-layered on top of one another. A 3-D interface may be employed where the game windows are arranged in 3-D geometric pattern. In one embodiment, the 3-D interface may be a virtual 3-D gaming environment used to organize gaming information for viewing by a game player. FIGS. 8 and 9 are perspective drawings of a 3-D interface 800 for a gaining machine for one embodiment of the present invention.
An input location on a display screen of a gaming machine is often an important parameter for operating a gaming machine. The input location on the display screen may be used to determine whether an input button modeled on the display screen has been activated. The input location on a display screen may be determined from a cursor location on the display screen or an input to a touch screen on top of the display screen. The cursor may be moved by a mouse, touch pad or joystick on the gaming machine. Then, an input location of the cursor may be specified by using an input mechanism on the gaming machine. For instance, a user may hit an �enter button� on a mouse or a joy-stick.
In traditional gaming machines, the position of input buttons or input surfaces modeled on a display screen on the gaming machine are fixed. As described above, input buttons that may be used with a touch screen or a screen cursor and screen cursor controller may be modeled in a 3-D gaming environment. In the present invention, the position of these buttons on the display screen may vary as a function of time. For instance, the position of an input button or input surface modeled in a 3-D gaming environment may change on the display screen when a position of a virtual camera in the 3-D gaming environment is changed or an object in the 3-D gaming environment is moved. The position of the input buttons may change as a result of user input into the gaming machines or some other game event. For instance, the position of the button on the display screen may be change or an area occupied by the input button on the display screen may change as a view of the input button is changed. Thus, methods are needed to account for a change of position or size of an input button modeled on the display screen to determine when an input button has been activated. A few methods of accounting for input buttons with variable positions and sizes are described as follows with respect to FIGS. 12A-12F and FIGS. 13.
After a collision has been detected on an �active� input button, the input button may be animated in some manner. For instance, the input button may be shown sinking into a surface from which it protrudes as if it were physically depressed. In FIG. 12E, the input button 159 is shown in a depressed position in the 3-D gaming environment. In FIG. 12F, the depressed button is rendered in a photograph 162 shown in the game window 161.
In 1314, when a collision between the input line and an input buttons in the 3-D gaming environment are not detected, the screen input is ignored by the gaming machine. In 1315, when a collision between the input line and an input button has been detected, the gaming machine determines whether the input button is active. When the input button is not active, the screen input is ignored by the gaming machine. In 1316, when the input button is active, the gaming machine may execute the action specified by the input button. For instance, a game of chance may be initiated on the gaming machine.
Game player interaction with objects in a 3-D gaming environment implemented according to the invention may be facilitated with considerable realism, thereby enhancing the player's experience. When a player selects an object in a 3-D gaming environment, the object may be rendered and sound effects played to create the impression that the object has actually been touched. The affected objects may rotate, flip, scale, change colors, and disappear in response to a player's �touch.� For example, when a game player selects a button or an icon, the object can be rendered such that it appears to have been pressed into the screen and then released. Sound effects corresponding to the action can also be provided to make the experience more realistic. In another example, the player may select a wheel (e.g., a roulette wheel) causing it to spin.
According to various embodiments of the invention, objects may also be rendered in a 3-D gaming environment to create the impression that the game player is actually picking the objects up and moving them around. In some cases, such objects may be constantly visible within the environment. In others, such as games where the player must find and collect objects, some navigation may be required. The objects can be rendered to simulate physical characteristics (e.g., elasticity or rigidity). Characteristics of the environment may also be provided to create realistic visual effects, e.g., fog, smoke, fire, water, gravity, etc.
The sound effects provided in the 3-D gaming environments of the invention may also improve the realism of the experience in a number of ways. For example, the sound corresponding to a particular action may be manipulated to simulate different points of origin. Thus, the manipulation of an object on the left hand side of the screen could be accompanied by a sound effect which gives the impression that the sound is originating from a point to the left of the game player. Similarly, the sound corresponding to an object on the distant horizon may be generated to simulate a distant point of origin, i.e., it sounds far away. Sound effects may also be delivered to create a sense of motion. Other natural sound properties (e.g., the Doppler effect) can also be employed to provide enhanced realism.
As discussed above, allowing the game player to control the perspective of the virtual camera and thereby navigate within the 3-D gaming environment offers many advantages with respect to making the gaming experience more interesting. However, unlimited navigation within a 3-D gaming environment may not necessarily be desirable in all cases. That is, if the degrees of freedom with which the game player may alter the virtual camera position and perspective have no limits except the outer boundaries of the 3-D environment, the game player may end up spending too much time in portions of the environment which are uninteresting or irrelevant to game play. This, in turn, could have an adverse impact on the player's experience as well as game throughput. In addition, allowing too many degrees of freedom may make navigation through the environment difficult to learn, thus discouraging many players from using such gaming machines.
Therefore, according to various specific embodiments of the invention, the degrees of freedom with which the game player may navigate in a 3-D gaming environment are constrained to strike a balance between enhancement of the player's experience and game throughput. Various ones of these embodiments will now be described with reference to some of the previous and the remaining figures. It should be noted that the following descriptions will not discuss many of the details of the rendering of the 3-D gaming environment on a 2-D display in order to avoid obscuring the more important features of the invention. It will be understood, however, that these renderings may be achieved as described herein above.
As discussed above with reference to FIG. 4, an example of a 3-D gaming environment which may be presented on the display of a gaming machine is a virtual casino. Also as discussed above, navigation through the virtual casino may be facilitated by changing the viewpoint(s) of one or more virtual cameras within the environment. However, if the virtual casino is a representation of the actual casino in which the actual gaming machine is located, it may be desirable to put some limits on the degrees of freedom with which the game player may manipulate a particular virtual camera. That is, an actual casino may be a large and complex facility with a wide variety of services. Allowing the game player to navigate throughout the virtual equivalent of the facility without constraints would likely result in the inefficient acquisition of the available services and a corresponding slow down in game play. This could be cause for frustration on the game player's part and is obviously undesirable from the gaming establishment's point of view.
Therefore, according to a specific embodiment of the invention, the degrees of freedom with which the game player is allowed to navigate in the virtual casino are constrained. As will be understood, this may be accomplished in a variety of ways which may depend, for example, on the particular coordinate space in which the 3-D environment is implemented, the current context of the environment or game being played, or a variety of other factors. In the following example, a 3-D Cartesian coordinate space is employed. However, it will be understood that other coordinate space types, e.g., polar or spherical, may be employed.
FIG. 14 illustrates various degrees of freedom which are associated with a virtual camera in a 3-D coordinate space 1400. X-axis 1402 is associated with forward and backward movement in the environment; y-axis 1404 with left and right; and z-axis 1406 with up and down. In addition, each axis has a rotational degree of freedom associated therewith, roll 1408, pitch 1410, and yaw 1412, respectively. Zooming in and out can be thought of as an additional degree of freedom or merely as a subset of the motion along the x-axis. It will be understood that the degrees of freedom with a different type of coordinate system, e.g., polar or spherical, will be different but are still within the scope of the invention.
According to various embodiments, examples of which will be described below, navigation within a 3-D gaming environment may be constrained by restricting or inhibiting any subset of the degrees of freedom associated with the particular coordinate space in which the environment is implemented. For example, when navigating through a virtual casino environment, the roll degree of freedom may be completely inhibited because it is not particularly useful to simulate the movement of a human through such an environment. On the other hand, the roll degree of freedom may be extremely important in another context such as, for example, a flight simulator.
Another example relates to the pitch degree of freedom. In the virtual casino, some level of rotation around the y-axis may be desirable to allow the game player to look up and down. To simulate the movement of a human the limits placed on this degree of freedom might be 90 degrees up and 90 degrees down, allowing the game player to look straight up �overhead� and down at one's �feet.� On the other hand, tighter constraints, e.g., 45 degrees up and down, might be more suitable. By contrast, the context of the flight simulator would likely demand full mobility in this degree of freedom.
According to some embodiments, the manner in which the degrees of freedom are constrained may change according to the context in which the game player is located. For example, if there is nothing �of interest� to either side in a hallway in a virtual casino, the yaw and/or right/left degrees of freedom may be inhibited in some manner to keep the game player moving in a desired direction. What is �of interest� may be decided in advance by the provider of the gaming machine to encourage certain behaviors by the game player.
In another example, the degrees of freedom may be constrained in a particular way when the game player has selected and begun to play a game of chance. That is, the game player may have been subject to one set of constraints while navigating through a virtual casino, but once he has selected a game to play, a different set of constraints which are more suitable for facilitating game play may be used. Such a set of constraints might, for example, only allow movement which keeps the game being played on the display. As will be understood with reference to the examples described herein, the particular set of constraints which are suitable for a given context may be determined with reference to that context as well as a variety of other factors which include the business goals of the gaming machine provider.
In addition to limiting navigational degrees of freedom, embodiments of the invention also place limits on the extent to which the game player may modify the environment or manipulate objects in the environment. For example, the game player may only be allowed to �pick up,� e.g., with a virtual reality glove, certain objects which relate to a game being played. In another example, the game player may be allowed to alter or interact with only certain objects, e.g., targets in a shooting gallery game.
Examples of how degrees of freedom and player actions may be constrained according to some exemplary embodiments of the invention will now be discussed with reference to a plurality of exemplary 3-D gaming environments. It will be understood, however, that the present invention is not limited to the examples discussed.
Referring back to the example of the virtual casino (e.g., casino 400 of FIG. 4), one way in which navigation within the virtual casino may be constrained is to limit the positions which may be occupied by the virtual camera within the environment. That is, the degrees of freedom may be constrained such that the game player may only follow a predetermined path or set of paths in the casino. An example of such a set of paths is shown in the simplified virtual casino environment 1500 of FIG. 15.
Paths 1502 limit the positions to which the game player may move within the casino (as represented by virtual camera 1504) and may be set up by the gaming machine provider to encourage any number of desirable behaviors by the game player. For example, the paths may be configured to allow the game player to access specific services or games being promoted by the real casino. In addition, the services or games made available to the game player may be selected with reference to the player tracking information associated with the player. For example, a frequent visitor to the casino may have access to �restricted� areas within the 3-D gaming environment in which special services or games may be enjoyed by the casino's best customers.
Other degrees of freedom may also be limited in some way according to various implementations. For example, as discussed above, the extent to which the game player may rotate the point of view about the z-axis may be limited such that only certain directions of navigation within the 3-D environment are apparent. Similarly, virtual �gravity� may be simulated by limiting the �height� of the virtual camera to a fixed distance from the virtual floor of the casino. As will be understood, there are myriad ways in which navigation in such an environment may be constrained to effect the goals of the invention. In general, therefore, any limitation of one or more degrees of freedom within a 3-D gaming environment is within the scope of the invention.
Another exemplary 3-D environment in which embodiments of the invention may be illustrated is shown in FIG. 16. In the interactive bonusing game depicted, an airplane 1602 may be guided by the game player within the 3-D air space 1600 to target and shoot various bonusing options represented by parachutes 1604. in such an embodiment, it might be useful to allow the game player to change the point of view, i.e., the virtual camera position, only in limited ways to achieve the desired level of player success.
For example, forward movement through the parachutes (i.e., along the x-axis) could be at a fixed speed or between some fixed minimum and maximum speeds. In addition, if all of the parachutes are at the same �altitude,� vertical movement (i.e., along the z-axis) could be inhibited. And unlike a flight simulator in which the rotational degrees of freedom are typically desirable, roll and pitch may not be desirable in this context and could therefore be restricted. On the other hand, some degree of yaw (i.e., rotation around the z-axis) might be useful for targeting objects to the left or right.
Regardless of the manner in which degrees of freedom or player actions are constrained according to the various embodiments of the present invention, there are a wide variety of technologies by which a game player may interact with the 3-D gaming environments described herein which are within the scope of the invention. For example, a conventional personal computer input device such as, for example, a keypad or keyboard, a joystick, a mouse, a trackball, or a touchpad may be employed. Simple video game controls (e.g., buttons, steering wheels, joysticks) may also be used. Alternatively, more sophisticated game controllers similar to those for use with current video game systems may be employed.
The interface and control devices which may be employed to facilitate game player interaction with the 3-D gaming environments of the present invention may generate simple on/off signals (e.g., a button) to facilitate the interaction. Alternatively, they may generate a range of outputs (e.g., a pressure sensitive device) which may be employed to exercise a greater degree of precision over the action being directed by the player. Such devices may also be implemented using a wide range of mechanical, electronic, optical, thermal, and inertial elements, and any combination thereof.
Touchscreen technology may also be employed in a variety of ways. That is, virtual objects may be presented on the display which, when activated by the player touching the screen, facilitates interaction with and manipulation of the 3-D enviromment. For example, the game player may change his perspective within the 3-D environment by simply pointing to a location in the 3-D environment and thereby causing the virtual camera to move to that position.
Alternatively, the objects which the game player selects via a touchscreen may represent controls of some type which relate to the degrees of freedom with which the player is allowed to navigate. For example, arrows may be presented at the edges of the display or window which, when selected, cause the virtual camera to rotate or move in the indicated direction. Alternatively, slide bars or wheels may be presented which are operated by the player sliding his finger or a pointing device of some kind across the surface of the display to cause some result. For example, a slide bar may be employed to control camera zooming, the speed and/or direction of movement through the virtual space, the movement or rotation of objects in the virtual space, or audio or video settings.
Still more sophisticated interface technologies may be employed with the present invention. For example, there is a class of interface systems which translate inertial signals from a game player's motion into electronic signals which guide corresponding actions on a display. Such technologies come in the form of virtual reality helmets, gloves, and even body suits which effect the translation. Other virtual reality interface systems which may be used with embodiments of the present invention employ electromechanical systems to translate inertial and other information into the virtual domain. For example, the game player may interact with devices which resemble a wide variety of recreational equipment (e.g., skis, snowboards, skateboards, etc.), or a wide variety of vehicles (e.g., cars, trucks, motorcycles, watercraft, etc.) to generate the kinds of input signals which may be used with various embodiments of the invention.
Voice recognitions systems are yet another category of sophisticated interface technology which may be employed with specific embodiments of the invention. And the list could go on. Generally speaking, any interface technology by which a human may interact with a 3-D virtual space is included within the scope of the invention.
The 3-D gaming environments and the techniques for facilitating interaction therewith provided by the present invention may be used to great advantage with regard to facilitating the simultaneous play of multiple games of chance. Conventional gaming machine display techniques place limits on the number of game outcomes which can be simultaneously displayed and on the manner in which the outcomes are arranged. At present, for example, multi-hand poker on a 2-D display is typically limited to about 100 hands due to the resolution of the screen and the player's ability to recognize the numbers and suits on the cards.
By contrast, the 3-D gaming environments and the navigation and interaction techniques of the present invention enable game outcomes to be arranged in a variety of configurations, and reviewed from a variety of perspectives. As will be described, in some cases, this facilitates the simultaneous play and or viewing of many more games of chance than is currently possible with conventional techniques. It should be noted that the following description assumes that any of the user interface techniques described above may be employed to interact with the 3-D gaming environment. Therefore, the nature of the navigation or manipulation capabilities are described with reference to the results within the 3-D gaming environment without referring to the actions of the player.
FIG. 17 shows an exemplary arrangement of game outcomes according to a specific embodiment of the invention. In this embodiment, multi-hand poker outcomes 1702 are arranged in a two-dimensional array 1700 which recedes toward a point at the back of the 3-D gaming environment. When the �distance� between the viewpoint and a particular outcome is beyond a certain threshold, the details of the outcome will not typically be discernible by the game player. However, because the game player is able to change the viewpoint (i.e., navigate in the 3-D environment by moving the virtual camera position), any outcome in the array may be inspected from a variety of perspectives.
And because the game player is able to navigate in this way, the details of all of the outcomes need not be simultaneously presented on the display. This eliminates the limit on the number of simultaneous hands which may be played previously imposed by the resolution of the typical display. That is, because of the interactions with the 3-D gaming environment made possible by the present invention, the number of games of chance which may be played simultaneously and the number of outcomes which may be displayed is theoretically limitless. Of course, there are some practical limits. However, the present invention makes it possible to increase the number of simultaneous games of chance, e.g., hands of poker, by one or more orders of magnitude relative to previous gaming machines.
Navigation among the outcomes of FIG. 17 may be facilitated in a variety of ways. For example, the virtual camera viewpoint may �fly� above the array to review any of the outcomes. According to various embodiments, the degrees of freedom associated with the virtual camera may also be constrained in a variety of ways. For example, according to one embodiment, movement of the virtual camera may be restricted to a plane parallel to the plane of the array by allowing movement along the x and y-axes while restricting movement along the z-axis. In addition, full rotation around the z-axis (yaw) may be combined with limited pitch such that the virtual camera may rotate around and look down toward the array of outcomes. Zooming in and out may also be provided.
According to other embodiments, some freedom in the z-axis might be provided. For example, the game player can maneuver the virtual camera to different �heights� to provide different perspectives on the array of outcomes. According to some embodiments, the virtual camera may be allowed to move above and below the array, with the details of the outcome being visible from below (e.g., reverse image of card value and suit). It will be understood that, depending on the goal of the game provider, a variety of constraints may be useful. Thus, any combination of constraints on the various degrees of freedom should be considered to be within the scope of the invention.
It should also be noted that the array of outcomes depicted in FIG. 17 is not the only type of array in which the outcomes may be configured. For example, outcomes may be arranged in 2-D arrays having different shapes and on surfaces other than planar surfaces. Outcomes may also be configured in 3-D arrays having any of a wide variety of shapes. Outcomes may also be deployed on the surface(s) of an object such as a sphere or polyhedron as shown in FIG. 18.
FIG. 18 shows a sphere 1802 and a cube 1804 in a 3-D gaming environment 1800. A plurality of game outcomes 1806 and 1808 are distributed on the outer surfaces of the objects and the virtual camera is located outside the objects. Alternatively, the game outcomes might be deployed on the inner surfaces of such objects with the virtual camera viewpoint being inside the objects. In either case, viewing of the various outcomes may be accomplished by facilitating movement of the virtual camera viewpoint around or inside the objects. Alternatively, the game player may be allowed to manipulate the objects themselves, e.g., turn them around, to view the various outcomes.
Again, the degrees of freedom with which the game player may interact with environment 1800 may be constrained with respect to the arrangement of the outcomes and/or to achieve particular goals, e.g., the efficient viewing of the outcomes. For example, if the outcomes are arranged on the outer surface of a sphere, the virtual camera position could be restricted to a predetermined radius from the center of the sphere with the viewpoint always normal to the surface of the sphere. This would allow the game player to move around the outside surface of the sphere while always viewing some subset of the outcomes from an optimal �distance.� It will be understood that this may be accomplished using a spherical coordinate system and holding the position on the radial axis constant.
Alternatively, if the outcomes were arranged on the inner surface of a sphere or polyhedron, the position of the camera may be fixed to the geometric center of the object while allowing some degree of rotation of the camera or the object around one or more axes.
Yet another configuration of game outcomes is shown in FIG. 19 in which the outcomes 1902 are distributed on the outer surface of a cylinder 1904 (or surfaces if the cylinder's cross section is not circular, e.g., a regular polygon). Cylinder 1904 may be, for example, a structural element (e.g., a column) in a virtual building such as, for example, a virtual casino. And as discussed above with reference to the arrangements of FIG. 18, the outcomes could just as easily be arranged on the inner surface(s) of the cylinder.
As with previous examples, the degrees of freedom with which the game player may be allowed to interact with the 3-D environment may be constrained in a variety of ways to facilitate viewing of the outcomes on cylinder 1904. If, for example, the outcomes are distributed on the outer surface(s) of the cylinder as shown in the figure, the position of the virtual camera in the 3-D environment could be restricted to a cylinder with a greater radius than cylinder 1904 with the viewpoint always being normal to the surface(s) of cylinder 1904. It will be understood that this may be achieved using a polar coordinate system in which the position of the virtual camera on the radial axis is held constant. The various outcomes may then be viewed by allowing the game player to move the virtual camera around and up and down the outer cylinder. Alternatively, the game player may be allowed to �spin� the cylinder and/or move it up and down.
Alternatively, if the outcomes are distributed on the inner surface(s) of a cylinder, the position of the virtual camera may be restricted to the longitudinal axis of the cylinder while up/down and rotational movement is allowed.
According to another embodiment, the plurality of outcomes may be configured on virtual slot machine reels as shown in and described above with reference to FIG. 2. In addition to the virtual pay lines which may be created (e.g., using virtual cameras 220, 222, and 224), one or more virtual cameras may facilitate manipulation of and/or navigation around the reels. That is, the game player may move the virtual camera position relative to the reels to view information from a variety of perspectives, e.g., behind, above, below. Alternatively, the game player may be enabled to actually turn one or more of the reels around within the 3-D gaming environment for the same purpose (as opposed or in addition to seeing reel positions through a translucent reel as described above).
According to some embodiments, virtual pay lines may still be indicated using a number of virtual camera views as described above with reference to FIG. 2. Alternatively, virtual pay lines may be indicated on the reels themselves by, for example, highlighting reel positions (e.g., by color coding) on the different reels which make up a particular pay line. As will be understood, reel positions may be highlighted in any of a variety of ways. In addition, particular positions may be highlighted simultaneously in multiple ways such that the positions so highlighted could be part of multiple pay lines.
And as with other embodiments, the degrees of freedom with which the game player may be allowed to interact with the environment which includes such virtual reels and the reels themselves may be constrained in a number of ways. For example, the player may only be allowed to rotate all of the reels together rather than one individually. In another example, the player may only be allowed to view the reels from a small number of perspectives.
While the invention has been particularly shown and described with reference to specific embodiments thereof, it will be understood by those skilled in the art that changes in the form and details of the disclosed embodiments may be made without departing from the spirit or scope of the invention. For example, embodiments have been described in which specific arrangements of game outcomes have been assumed. These exemplary arrangements should not be used to limit the invention. In addition, embodiments have been described in which player interaction with a 3-D gaming environment is constrained with respect to one or more degrees of freedom. The specific degrees of freedom so constrained and the manner in which such degrees of freedom should likewise not be used to limited the invention.
Patent CitationsCited PatentFiling datePublication dateApplicantTitleUS4332389Jun 23, 1980Jun 1, 1982Comer C. Loyd, Jr.Electronic bingo gameUS4365810Sep 28, 1979Dec 28, 1982Selectro-Vision, Ltd.Gaming boardUS4373726Aug 25, 1980Feb 15, 1983Datatrol Inc.Automatic gaming systemUS4455025Aug 11, 1981Jun 19, 1984Yuri ItkisElectronic card and board gameUS4572509Sep 30, 1982Feb 25, 1986Sitrick David HVideo game networkUS4624462May 18, 1984Nov 25, 1986Yuri ItkisElectronic card and board gameUS4634126Mar 26, 1985Jan 6, 1987Kabushiki Kaisha UniversalDevice for converting the amount of a mechanical displacement into electrical signalUS4798387Jan 5, 1987Jan 17, 1989Selectro-Vision, Ltd.Multiple bingo gaming boardUS4823345Jun 15, 1987Apr 18, 1989International Business Machines Corp.Method and apparatus for communication network alert record identificationUS4848771Jan 16, 1986Jul 18, 1989Selectro-Vision, Ltd.Gaming system with session master and gaming boardsUS4856787May 3, 1988Aug 15, 1989Yuri ItkisConcurrent game networkUS4885703Nov 4, 1987Dec 5, 1989Schlumberger Systems, Inc.3-D graphics display system using triangle processor pipelineUS4914607Apr 8, 1987Apr 3, 1990Hitachi, Ltd.Multi-screen display control system and its methodUS4986543Dec 13, 1989Jan 22, 1991Heller Earl ASingle and/or double player pinball machineUS5007649Mar 28, 1989Apr 16, 1991Selectro-Vision, Ltd.Method for managing money during bingoUS5227771Jul 10, 1991Jul 13, 1993International Business Machines CorporationMethod and system for incrementally changing window size on a displayUS5242163Aug 27, 1992Sep 7, 1993D.D. Stud Inc.Casino game systemUS5255352 *Sep 23, 1992Oct 19, 1993Computer Design, Inc.Mapping of two-dimensional surface detail on three-dimensional surfacesUS5297802Jun 5, 1992Mar 29, 1994Terrence PocockTelevised bingo game systemUS5303388Apr 23, 1993Apr 12, 1994Apple Computer, Inc.Method to display and rotate a three-dimensional icon with multiple facesUS5339390Feb 25, 1993Aug 16, 1994Xerox CorporationOperating a processor to display stretched continuation of a workspaceUS5342047Apr 8, 1992Aug 30, 1994Bally Gaming International, Inc.Touch screen video gaming machineUS5351970Sep 16, 1992Oct 4, 1994Fioretti Philip RMethods and apparatus for playing bingo over a wide geographic areaUS5393057Feb 7, 1992Feb 28, 1995Marnell, Ii; Anthony A.Electronic gaming apparatus and methodUS5435554Mar 8, 1993Jul 25, 1995Atari Games CorporationBaseball simulation systemUS5455904Nov 22, 1994Oct 3, 1995Bull S.A.Method of sizing or moving windowsUS5469536May 21, 1993Nov 21, 1995Imageware Software, Inc.In a computer systemUS5485197Sep 22, 1994Jan 16, 1996Ictv, Inc.Interactive television information systemUS5594844Jan 25, 1994Jan 14, 1997Hitachi, Ltd.Three dimensional view using ray tracing through voxels subdivided numerically using object based parametersUS5604852Apr 13, 1995Feb 18, 1997Compaq Computer CorporationMethod and apparatus for displaying a parametric curve on a video displayUS5608850Apr 14, 1994Mar 4, 1997Xerox CorporationTransporting a display object coupled to a viewpoint within or between navigable workspacesUS5621906Feb 13, 1995Apr 15, 1997The Trustees Of Columbia University In The City Of New YorkPerspective-based interface using an extended mastheadUS5639088Aug 16, 1995Jun 17, 1997United Games, Inc.Multiple events award systemUS5643086Jun 29, 1995Jul 1, 1997Silicon Gaming, Inc.Electronic casino gaming apparatus with improved play capacity, authentication and securityUS5678015Sep 1, 1995Oct 14, 1997Silicon Graphics, Inc.Four-dimensional graphical user interfaceUS5689628Apr 14, 1994Nov 18, 1997Xerox CorporationCoupling a display object to a viewpoint in a navigable workspaceUS5729673Apr 7, 1995Mar 17, 1998Avid Technology, Inc.Direct manipulation of two-dimensional moving picture streams in three-dimensional spaceUS5742779Apr 3, 1996Apr 21, 1998Tolfa CorporationMethod of communication using sized icons, text, and audioUS5745109Jun 17, 1996Apr 28, 1998Sony CorporationFor displaying a menu image on a displayUS5755621Sep 19, 1996May 26, 1998Ptt, LlcModified poker card/tournament game and interactive network computer system for implementing sameUS5766074Aug 6, 1996Jun 16, 1998Video Lottery TechnologiesDevice and method for displaying a final gaming resultUS5775993Jan 31, 1996Jul 7, 1998Innovative Gaming Corporation Of AmericaRoulette gaming machineUS5788573Mar 22, 1996Aug 4, 1998International Game TechnologyElectronic game method and apparatus with hierarchy of simulated wheelsUS5805783Mar 10, 1995Sep 8, 1998Eastman Kodak CompanyMethod and apparatus for creating storing and producing three-dimensional font characters and performing three-dimensional typesettingUS5807172Aug 15, 1996Sep 15, 1998Sigma Game Inc.Three reel slot machine with nine ways to winUS5833540Sep 24, 1996Nov 10, 1998United Games, Inc.Cardless distributed video gaming systemUS5836819May 23, 1996Nov 17, 1998Kabushiki Kaisha SankyoImage display type game apparatusUS5880733Apr 30, 1996Mar 9, 1999Microsoft CorporationDisplay system and method for displaying windows of an operating system to provide a three-dimensional workspace for a computer systemUS5903271May 23, 1997May 11, 1999International Business Machines CorporationFacilitating viewer interaction with three-dimensional objects and two-dimensional images in virtual three-dimensional workspace by drag and drop techniqueUS5912671Feb 10, 1997Jun 15, 1999Sony CorporationMethods and apparatus for synthesizing a three-dimensional image signal and producing a two-dimensional visual display therefromUS5934672Feb 20, 1996Aug 10, 1999Digideal CorporationSlot machine and methods of operationUS5941772Dec 2, 1996Aug 24, 1999Paige; Elena LaunzelApparatus and method for enhancing gambling devices with commercial advertising indiciaUS5956038Jul 11, 1996Sep 21, 1999Sony CorporationThree-dimensional virtual reality space sharing method and system, an information recording medium and method, an information transmission medium and method, an information processing method, a client terminal, and a shared server terminalUS5967895Sep 13, 1996Oct 19, 1999Bettina CorporationPortable electronic bingo deviceUS5998803May 29, 1997Dec 7, 1999The Trustees Of Princeton UniversityOrganic light emitting device containing a hole injection enhancement layerUS6002403Jun 17, 1996Dec 14, 1999Sony CorporationGraphical navigation control for selecting applications on visual wallsUS6002853Oct 15, 1997Dec 14, 1999Wegener Internet Projects BvSystem for generating graphics in response to a database searchUS6005579 *Nov 4, 1997Dec 21, 1999Sony Corporation Of AmericaUser interface for displaying windows on a rectangular parallelepipedUS6009458May 9, 1996Dec 28, 19993Do CompanyNetworked computer game system with persistent playing objectsUS6012984Apr 11, 1997Jan 11, 2000Gamesville.Com,Inc.Systems for providing large arena games over computer networksUS6014142Nov 24, 1998Jan 11, 2000Platinum Technology Ip, Inc.Apparatus and method for three dimensional manipulation of point of view and objectUS6023371Jun 8, 1998Feb 8, 2000Tdk CorporationColor conversion material, and organic electroluminescent color display using the sameUS6027115Mar 25, 1998Feb 22, 2000International Game TechnologySlot machine reels having luminescent display elementsUS6029973Jan 22, 1996Feb 29, 2000Kabushiki Kaisha Ace DenkenGame machineUS6031545Jan 15, 1998Feb 29, 2000Geovector CorporationVision system for viewing a sporting eventUS6033307Mar 2, 1999Mar 7, 2000Mikohn Gaming CorporationGaming machines with bonusingUS6043818Jun 17, 1996Mar 28, 2000Sony CorporationBackground image with a continuously rotating and functional 3D iconUS6050895Mar 24, 1997Apr 18, 2000International Game TechnologyHybrid gaming apparatus and methodUS6057856Sep 16, 1997May 2, 2000Sony Corporation3D virtual reality multi-user interaction with superimposed positional information display for each userUS6062978Dec 11, 1995May 16, 2000Four Star Software, Inc.Rotating cube computer video gamesUS6080063Jan 6, 1997Jun 27, 2000Khosla; VinodSimulated real time game play with live eventUS6089976Oct 14, 1997Jul 18, 2000Casino Data SystemsGaming apparatus and method including a player interactive bonus gameUS6093100Oct 1, 1997Jul 25, 2000Ptt, LlcModified poker card/tournament game and interactive network computer system for implementing sameUS6094196Jul 3, 1997Jul 25, 2000International Business Machines CorporationInteraction spheres of three-dimensional objects in three-dimensional workspace displaysUS6104815Jan 9, 1998Aug 15, 2000Silicon Gaming, Inc.Method and apparatus using geographical position and universal time determination means to provide authenticated, secure, on-line communication between remote gaming locationsUS6106396Jun 17, 1996Aug 22, 2000Silicon Gaming, Inc.Electronic casino gaming system with improved play capacity, authentication and securityUS6131909Dec 7, 1998Oct 17, 2000Chilese; John F.Simultaneous inter-related multiple grouping card gameUS6135884Aug 8, 1997Oct 24, 2000International Game TechnologyGaming machine having secondary display for providing video contentUS6149156May 14, 1999Nov 21, 2000Feola; JohnMultiple round card game of chanceUS6149522Jun 29, 1998Nov 21, 2000Silicon Gaming - NevadaMethod of authenticating game data sets in an electronic casino gaming systemUS6159095Nov 22, 1999Dec 12, 2000Wms Gaming Inc.Video gaming device having multiple stacking featuresUS6183361Jun 5, 1998Feb 6, 2001Leisure Time Technology, Inc.Finite and pari-mutual video kenoUS6203009Aug 4, 1998Mar 20, 2001Digideal CorporationSlot-type gaming machine with variable drop zone symbolsUS6203428Sep 9, 1999Mar 20, 2001Wms Gaming Inc.Video gaming device having multiple stacking featuresUS6206782Sep 14, 1998Mar 27, 2001Walker Digital, Llc.System and method for facilitating casino team playUS6220593Jul 14, 1999Apr 24, 2001Mikohn Gaming CorporationPachinko stand-alone and bonusing gameUS6234901Nov 21, 1997May 22, 2001Kabushiki Kaisha Sega EnterprisesGame device, picture data and flare forming methodUS6254483May 29, 1998Jul 3, 2001Acres Gaming IncorporatedMethod and apparatus for controlling the cost of playing an electronic gaming deviceUS6267669Nov 29, 1999Jul 31, 2001International Game TechnologyHybrid gaming apparatus and methodUS6271842Apr 4, 1997Aug 7, 2001International Business Machines CorporationNavigation via environmental objects in three-dimensional workspace interactive displaysUS6280325May 13, 1999Aug 28, 2001Netgain Technologies, LlcComputer network management of wide-area multi-player bingo gameUS6287201Mar 12, 1999Sep 11, 2001Midway Games WestArcade game with keypad inputUS6315666Aug 8, 1997Nov 13, 2001International Game TechnologyGaming machines having secondary display for providing video contentUS6319128Sep 21, 1999Nov 20, 2001Konami Co., Ltd.Video game apparatus, method of controlling animation display in video game, and computer-readable storage medium storing animation display controlling program of video gameUS6331146Oct 21, 1999Dec 18, 2001Nintendo Co., Ltd.Video game system and method with enhanced three-dimensional character and background controlUS6332838 *Jan 24, 2000Dec 25, 2001Nintendo Co., Ltd.Three-dimensional display game device and recording medium for three-dimensional display gameUS6342892Nov 5, 1998Jan 29, 2002Nintendo Co., Ltd.Video game system and coprocessor for video game systemUS6346956Sep 29, 1997Feb 12, 2002Sony CorporationThree-dimensional virtual reality space display processing apparatus, a three-dimensional virtual reality space display processing method, and an information providing mediumUS6347999Nov 18, 1999Feb 19, 2002Jay C. YuanPinball simulator game systemUS6390470Mar 8, 2001May 21, 2002American Alpha Inc.Card game pinball amusement deviceUS6398218Mar 31, 2000Jun 4, 2002Mikohn Gaming CorporationGaming machine with bonusingUS6409602Nov 24, 1998Jun 25, 2002New Millenium Gaming LimitedSlim terminal gaming systemUS6458032 *Jan 21, 2000Oct 1, 2002Nintendo Co., Ltd.Three-dimensional puzzle game device and recording medium for three-dimensional puzzle gameUS6811482 *Mar 5, 2002Nov 2, 2004Howard LetovskyVideo game of chance apparatusUS6866585 *Oct 25, 2001Mar 15, 2005Aristocrat Technologies Australia Pty LtdGaming graphicsUS7192345 *Dec 7, 2001Mar 20, 2007Aristocrat Technologies Australia Pty Ltd.Reel strip interactionUS20040002380 *Jun 27, 2002Jan 1, 2004IgtTrajectory-based 3-D games of chance for video gaming machinesUS20040077402 *Oct 17, 2002Apr 22, 2004Schlottmann Gregory A.Payline curves on a gaming machineUS20040198485 *Nov 7, 2003Oct 7, 2004Loose Timothy C.Gaming machine with superimposed display image* Cited by examinerNon-Patent CitationsReference1"3D Modelers are Running under Linux" LinuxFocus: vol. Nr 4, May 1998 http://mercury.chem.pitt.edu/~tiho/ LinuxFocus/English/May1998/index.html printed on Oct. 11, 2002.2"3D Modelers Are Running under Linux" LinuxFocus: vol. Nr 4, May 1998 http://mercury.chem.pitt.edu/~tiho/LinuxFocus/English/May1998/index.html printed on Oct. 11, 2002.3"A Primer form Mercury Research The Basics of 3D Graphics Technology" The Meter available at http://www.themeter.com/artilces/3DBasics.shtml printed on Jan. 31, 2003 pp. 1-2.4"Game Machine," Patent Abstracts of Japan, Publication No. 2001-252393, pubilshed Sep. 18, 2001.5"Game Machine," Patent Abstracts of Japan, Publication No. 2001-252393, published Sep. 18, 2001.6"Game Machine," Patent Abstracts of Japan, Publication No. 2001-252394, published Sep. 18, 2001.7"Learn How to Program 3D Graphics" LinuxFocus vol. NR 2, Jan. 1998 1-2 pages http://mercury.chem.pitt.edu/ ~tiho/LinuxFocus/English/January1998/index/html.8"Learn How to Program 3D Graphics" LinuxFocus vol. NR 2, Jan. 1998 1-2 pages http://mercury.chem.pitt.edu/~tiho/LinuxFocus/English/January1998/index/html.9"Pattern Display Device," Patent Abstracts of Japan, Publication No. 2002-085624, published Mar. 26, 2002.10"Slot Machine," Patent Abstracts of Japan, Publication No. 2001-062032, published Mar. 13, 2001.11"TE 5 Graphics Accelerator Technology Preview" NEC Aug. 2001, 7 pages.12"The Basics of 3D: Adding Parallelism", The Meter, available at http://www.themeter.com/articles/3DBasics-4.shtml, printed on Jan. 31, 2003 pp. 1-2.13"The Basics of 3D: Balancing the Pipeline", The Meter, available at http://www.themeter.com/articles/3DBasics-3.shtml, printed on Jan. 31, 2003 pp. 1-2.14"The Basics of 3D: Tackling the Pipeline", The Meter, available at http://www.themeter.com/articles/3DBasics-2.shtml, printed on Jan. 31, 2003 pp. 1-2.15"The Basics of 3D: The Next Generation", The Meter, available at http://www.themeter.com/articles/3DBasics-7.shtml, printed on Jan. 31, 2003 pp. 1-2.16"The Basics of 3D: Transform and Lighting", The Meter, available at http://www.themeter.com/articles/3DBasics-6.shtml, printed on Jan. 31, 2003 pp. 1-2.17"The Basics of 3D: What's Next", The Meter, available at http://www.themeter.com/articles/3DBasics-5.shtml, printed on Jan. 31, 2003 p. 1.18"3D Modelers are Running under Linux" LinuxFocus: vol. Nr 4, May 1998 http://mercury.chem.pitt.edu/�tiho/ LinuxFocus/English/May1998/index.html printed on Oct. 11, 2002.19"3D Modelers Are Running under Linux" LinuxFocus: vol. Nr 4, May 1998 http://mercury.chem.pitt.edu/�tiho/LinuxFocus/English/May1998/index.html printed on Oct. 11, 2002.20"Learn How to Program 3D Graphics" LinuxFocus vol. NR 2, Jan. 1998 1-2 pages http://mercury.chem.pitt.edu/ �tiho/LinuxFocus/English/January1998/index/html.21"Learn How to Program 3D Graphics" LinuxFocus vol. NR 2, Jan. 1998 1-2 pages http://mercury.chem.pitt.edu/�tiho/LinuxFocus/English/January1998/index/html.22"PowerVR Technologies Debuts KYRO II SE Graphics Proecssor at CeBIT 2002", Tech/Zone, Mar. 13, 2002, available at http ://www.techzone.pcvsconsole.com/news.php?tzd=1246.23Australian Examination Report dated Feb. 16, 2009 from Application No. 2003279092.24Australian Examination Report dated Feb. 6, 2009 from Application No. 2003279742.25Australian Examination Report dated Mar. 12, 2010 from Application No. 2005201148.26Australian Examination Report mailed Jun. 18, 2008 in Application No. 2003237479.27Australian Examiner's first report dated Nov. 21, 2005 issued in AU Patent Application No. 27720/02.28Australian Examiner's Report No. 2 dated Aug. 10, 2010 issued in Application No. 2005201148.29Australian Office Action dated Jun. 26, 2008 from AU Application No. 2006203556.30British Examination Report dated Dec. 9, 2009 from Application No. GB0505328.5.31British Examination Report dated Jun. 9, 2005 from UK Application No. 0427512.9, 2 pgs.32British Examination Report dated May 14, 2009 from Application No. GB0505328.5.33British Examination Report dated Nov. 7, 2006 from Application No. 0427512.9.34Carson G. S.: "Standards Pipeline The OpenGL Specification" Computer Graphics, ACM, US, vol. 31, No. 2, May 1997, pp. 17-18, XP000939297, ISSN: 097-8930.35David Einstein, 3D Web Browsing On The Horizon, Nov. 27, 2000, http://www.forbes.com/2001/11/27/1127threed.html., Forbes.com.36England and Wales High Court (Patent Court) Decisions; Neutral Citation No. [2005] EWHC 2416 (Pat) Case No. CH/2005/APP/0232 http://www.bailii.org/we/cases/EWHC/Patents/2005/2416.html (5 pgs.).37EP Examination Report dated Jun. 3, 2009 issued in Application No. 07 809 991.8 -2221.38EP Result of Consultation dated Sep. 1, 2009 issued in Application No. 07 809 991.8-2221.39European Examination Report dated Dec. 15, 2005 issued in EP Application No. 03 773 084.3-2218.40European Examination Report dated Jun. 3, 2009 from Application No. 07809991.8.41European Office Action dated Jun. 29, 2007 from related EP Application No. 03773084.3 3 pages.42European Office Action dated Nov. 24, 2005 from related EP Application No. 03770604.1 4 pages.43Final Office Action dated Jun. 9, 2009 from U.S. Appl. No. 12/024,931.44GameSpot Staff. "15 Most Influential Games of All Time" Gamespot [online], retrieved May 30, 2007]. Retrieved from the Internet <http://web.archive.org/web/20010618175937/http://gamespot.com/gamespot/features/pc/most-influential/p16.html>.45GameSpot Staff. "15 Most Influential Games of All Time" Gamespot [online], retrieved May 30, 2007]. Retrieved from the Internet <http://web.archive.org/web/20010618175937/http://gamespotcom/gamespot/features/pc/most-influential/p16.html>.46GameSpot Staff. "15 Most Influential Games of All Time" Gamespot [online], retrieved May 30, 2007]. Retrieved from the Internet <http://web.archive.org/web/20010618175937/http://gamespot.com/gamespot/features/pc/most�influential/p16.html>.47GameSpot Staff. "15 Most Influential Games of All Time" Gamespot [online], retrieved May 30, 2007]. Retrieved from the Internet <http://web.archive.org/web/20010618175937/http://gamespotcom/gamespot/features/pc/most�influential/p16.html>.48International Preliminary Report on Patentability dated Dec. 7, 2009 from related PCT Application No. PCT/US2008/066196.49International Search Report and Written Opinion dated Feb. 12, 2008 from related PCT Application No. PCT/US2007/015015 15 pages.50International Search Report and Written Opinion dated Oct. 24, 2008 from related PCT Application No. PCT/US2008/066196.51International Search Report dated Jun. 23, 2005 from related UK Application No. 0505328.5.52International Search Report dated Mar. 1, 2004 from related PCT Application No. PCT/US2003/031138.53International Search Report dated Mar. 19, 2004 from related PCT Application No. PCT/US2003/031158.54M2 Presswire, Aristocrat Technologies to use PowerVR technology in casino video machines; Australian company leads market for video machine games of chance, Oct. 17, 2000, http://www.aristocrat.com.au/PR181000.htm, Copyright 2000 M2 Communications, Ltd. All Rights Reserved.55Mason Woo, Jackie Neider, Tom Davis, Dave Shreiner, OpenGL Program Guide: The Official Guide to Learning OpenGL, Introduction to OpenGL Chapter 1, Version 1.2, 3rd edition, OpenGL Architecture Review Board, Addison-Wesley Publishing, Co., 1999, ISBN: 0201604582.56Microsoft Press. Computer Dictionary Third Edition. Redmond, WA 1997. p. 406.57Miguel Angel Sepulveda, "Open GL Programming: The 3D Scene" pp. 1-7 http://mercury.chem.pitt.edu/~tiho/LinuxFocus/English/May1998/article46.html.58Miguel Angel Sepulveda, "OpenGL Programming: The 3D Scene" pp. 1-7 http://mercury.chem.pitt.edu/~tiho/ LinuxFocus/English/May1998/article46.html.59Miguel Angel Sepulveda, "What is OpenGL?" LinuxFocus vol. 2 pp. 1-5 http://mercury.chem.pitt.edu/~tiho/ LinuxFocus/English/January1998/article15.html printed on Oct. 11, 2002.60Miguel Angel Sepulveda, "What is OpenGL?" LinuxFocus vol. 2 pp. 1-5 http://mercury.chem.pitt.edu/~tiho/LinuxFocus/English/January1998/article15.htm I printed on Oct. 11, 2002.61Miguel Angel Sepulveda, "Open GL Programming: The 3D Scene" pp. 1-7 http://mercury.chem.pitt.edu/�tiho/LinuxFocus/English/May1998/article46.html.62Miguel Angel Sepulveda, "OpenGL Programming: The 3D Scene" pp. 1-7 http://mercury.chem.pitt.edu/�tiho/ LinuxFocus/English/May1998/article46.html.63Miguel Angel Sepulveda, "What is OpenGL?" LinuxFocus vol. 2 pp. 1-5 http://mercury.chem.pitt.edu/�tiho/ LinuxFocus/English/January1998/article15.html printed on Oct. 11, 2002.64Miguel Angel Sepulveda, "What is OpenGL?" LinuxFocus vol. 2 pp. 1-5 http://mercury.chem.pitt.edu/�tiho/LinuxFocus/English/January1998/article15.htm I printed on Oct. 11, 2002.65Notice of Allowance and Allowed Claims dated Sep. 15, 2008 from U.S. Appl. No. 11/112,076.66Notice of Allowance and Allowed Claims dated Sep. 9, 2008 from U.S. Appl. No. 11/829,807.67Notice of Allowance dated Sep. 24, 2007 from related U.S. Appl. No. 10/676,719 and Allowed Claims.68Office Action dated Mar. 15, 2010 from U.S. Appl. No. 12/264,877.69Office Action dated Nov. 5, 2008 from U.S. Appl. No. 12/024,931.70Office Actiondated Dec. 31, 2009 from U.S. Appl. No. 12/024,931.71Patents Act 1977: Examining for Patentability Article http://www.patent.gov.uk/patent/notices/practice/examforpat.htm (3 pgs.).72PCT International Preliminary Report on Patentability and Written Opinion dated Jan. 6, 2009 issued in PCT Application No. PCT/US2007/015015.73PCT International Search Report dated Jan. 13, 2004 from related PCT Application No. PCT/US2003/018028.74Phillip Ross, "Hardware Review: 3Dfx Graphics Card" LinuxFocus vol. 2, pp. 1-7 http://mercury.chem.pitt.edu/~tiho/LinuxFocus/English/January1998/artilce18.ht printed on Oct. 11, 2002.75Phillip Ross, "Hardware Review: 3Dfx Graphics Card" LinuxFocus vol. 2, pp. 1-7 http://mercury.chem.pittedu/~tiho/ LinuxFocus/English/January1998/artilce18.ht printed on Oct. 11, 2002.76Phillip Ross, "Hardware Review: 3Dfx Graphics Card" LinuxFocus vol. 2, pp. 1-7 http://mercury.chem.pitt.edu/�tiho/LinuxFocus/English/January1998/artilce18.ht printed on Oct. 11, 2002.77Phillip Ross, "Hardware Review: 3Dfx Graphics Card" LinuxFocus vol. 2, pp. 1-7 http://mercury.chem.pittedu/�tiho/ LinuxFocus/English/January1998/artilce18.ht printed on Oct. 11, 2002.78PowerVR (PowerVR), 3D Graphical Processing, Nov. 14, 2000, � Power VR 2000.79Rose, "Nevada A.G. Finds Free Internet Gambling is Still Gambling", Mar. 2001, printed from http://rose.casinocitytimes.com/articles/974.html, pp. 1-4.80Russian Office Action dated Jul. 19, 2007 from related Russian Application No. 2005109160 9 pages.81Russian Office Action dated Jul. 19, 2007 from related Russian Application No. 2005109161 7 pages.82Scarne, John., Scarne on Cards, 1949, Crown Publishers, p. 243.83Scott et al. "An Overview of the VISUALIZE fx Graphics Accelerator Hardware" Article 4 Hewlet Packard Company May 1998 HP Journal.84Segal et al., "The OpenGL Graphics System: A Specification (Version 1.3)", 2001, printed from http://www.opengl.org/documentation/specs/version1.3/glspec13.pdf, pp. 1-11, 66-73 and 181-189 (29 pages).85Segal et al., "The OpenGL Graphics System: A Specification (Version 1.3)", 2001, printed from http://www.opengl.org/documentation/specs/version1.3/glspec13.pdf, pp. 1-11, 66-73 and 181-189 (40 pages).86Supplemental Information Disclosure Statement dated Jan. 28, 2004 from related U.S. Appl. No. 10/272,788 4 pages.87U.S. Action - Examiner's Answer re Brief on Appeal, dated Jun. 22, 2009 issued in U.S. Appl. No. 10/674,884.88U.S. Action - Examiner's Communication re Ids Considered dated Jul. 27, 2009 issued in U.S. Appl. No. 10/674,884.89U.S. Examiner Interview Summary dated Jul. 27, 2004 issued in U.S. Appl. No. 09/927,901.90U.S. Examiner Interview Summary dated Mar. 16, 2004 issued in U.S. Appl. No. 09/927,901.91U.S. Final Office Action dated Dec. 22, 2003 issued in U.S. Appl. No. 09/927,901.92U.S. Final Office Action dated Jan. 30, 2007 issued in U.S. Appl. No. 10/187,343.93U.S. Final Office Action dated May 10, 2010 issued in U.S. Appl. No. 10/187,343.94U.S. Notice of Allowance dated Aug. 16, 2010 issued in U.S. Appl. No. 12/264,877.95U.S. Notice of Allowance dated Dec. 16, 2004 issued in U.S. Appl. No. 09/927,901.96U.S. Notice of Allowance dated Nov. 1, 2010 issued in U.S. Appl. No. 12/264,877.97U.S. Notice of Allowance dated Nov. 15, 2010 issued in U.S. Appl. No. 12/024,931.98U.S. Notice of Allowance dated Nov. 30, 2010 issued in U.S. Appl. No. 10/187,343.99U.S. Notice of Allowance dated Sep. 20, 2010 issued in U.S. Appl. No. 12/024,931.100U.S. Notice of Allownace dated Aug. 6, 2010 issued in U.S. Appl. No. 10/187,343.101U.S. Notice of Non-Compliant Amendment (37 CFR 1.121) dated Aug. 11, 2010 issued in U.S. Appl. No. 12/024,931.102U.S. Office Action dated Aug. 18, 2010 issued in U.S. Appl. No. 11/481,666.103U.S. Office Action dated Aug. 21, 2008 issued in U.S. Appl. No. 10/187,343.104U.S. Office Action dated Aug. 25, 2010 issued in U.S. Appl. No. 11/759,825.105U.S. Office Action dated Dec. 10, 2007 from related U.S. Appl. No. 11/112,076 14 pages.106U.S. Office Action dated Dec. 12, 2007 from related U.S. Appl. No. 11/829,807 15 pages.107U.S. Office Action dated Feb. 12, 2007 from related U.S. Appl. No. 10/676,719.108U.S. Office Action dated Feb. 20, 2008 from related U.S. Appl. No. 10/674,884 7 pages.109U.S. Office Action dated Jun. 12, 2007 from related U.S. Appl. No. 10/674,884.110U.S. Office Action dated Jun. 13, 2003 issued in U.S. Appl. No. 09/927,901.111U.S. Office Action dated Jun. 17, 2005 issued in U.S. Appl. No. 10/187,343.112U.S. Office Action dated Jun. 21, 2004 issued in U.S. Appl. No. 09/927,901.113U.S. Office Action dated Jun. 27, 2007 issued in U.S. Appl. No. 10/187,343.114U.S. Office Action dated May 15, 2009 issued in U.S. Appl. No. 10/187,343.115U.S. Office Action dated May 18, 2010 issued in U.S. Appl. No. 12/101,921.116U.S. Office Action Final dated Oct. 29, 2010 issued in U.S. Appl. No. 12/101,921.117U.S. Office dated Feb. 22, 2007 from related U.S. Appl. No. 10/272,788, 9 pages.118U.S. Office dated Feb. 8, 2005 from related U.S. Appl. No. 10/272,788, 11 pages.119U.S. Office dated Jun. 1, 2006 from related U.S. Appl. No. 10/272,788, 10 pages.120U.S. Office dated May 25, 2005 from related U.S. Appl. No. 10/272,788, 14 pages.121U.S. Office dated Oct. 26, 2006 from related U.S. Appl. No. 10/272,788, 8 pages.122UK Combined Search and Examination Report under Sections 17 and 18(3) dated Mar. 15, 2006 issued in GB0600005.3, 5 pgs.Referenced byCiting PatentFiling datePublication dateApplicantTitleUS8523672Jul 23, 2012Sep 3, 2013Igt3-D reels and 3-D wheels in a gaming machineClassifications U.S. Classification463/32, 463/31, 463/19, 463/18, 463/33, 463/20, 463/16, 463/17, 463/30International ClassificationG06F17/00, G06F19/00, A63F9/24, A63F5/04, G07F17/32, A63F13/00, G07F17/34, A63F13/02, G06T15/70, G06T15/00Cooperative ClassificationG07F17/3211European ClassificationG07F17/32C2FLegal EventsDateCodeEventDescriptionMar 17, 2004ASAssignmentOwner name: IGT, NEVADAFree format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:BEAULIEU, NICOLE M.;LEMAY, STEVEN G.;PALCHETTI, JOHNNY;AND OTHERS;REEL/FRAME:015120/0933;SIGNING DATES FROM 20040309 TO 20040312Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:BEAULIEU, NICOLE M.;LEMAY, STEVEN G.;PALCHETTI, JOHNNY;AND OTHERS;SIGNING DATES FROM 20040309 TO 20040312;REEL/FRAME:015120/0933RotateOriginal ImageGoogle Home - Sitemap - USPTO Bulk Downloads - Privacy Policy - Terms of Service - About Google Patents - Send FeedbackData provided by IFI CLAIMS Patent Services©2012 Google