IP Library Granted Patent US 8,550,911
Granted Patent B2
US 8,550,911 · App. 13/528,171 · Granted Oct 8, 2013

Applying graphical characteristics to graphical objects in a wagering game machine

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Quick Facts
Patent No.
US 8,550,911
App. No.
13/528,171
Granted
Oct 8, 2013
Kind
B2
Abstract

Systems and methods for providing programs on wagering game machine peripherals are described. The programs may be shader programs for execution by one or more programmable shaders on a graphics processing unit. The programs may provide a graphical result, e.g. an output on a display, or may provide a non-graphical result of a computation to a general purpose processor on the wagering game machine.

Claims (37)

1. A computer-implemented method in a gaming system having a processor, a main memory, and a graphics processing unit (GPU) coupled to the processor, the GPU having a memory and a plurality of graphics pipelines, the method comprising:

loading a wagering game program into the main memory for execution by the processor;

transferring commands or data from the main memory to the memory of the GPU for rendering by at least one of the plurality of graphics pipelines;

receiving image data from at least one of the plurality of graphics pipelines at a video output, the image data being derived from the transferred commands or data defining a graphical object of a wagering game upon which monetary value may be wagered; and

displaying the graphical object via the video output.

2. The method of claim 1 , comprising: transferring commands or data from the main memory to the memory of the GPU for parallel rendering by the plurality of graphics pipelines.

3. The method of claim 1 , wherein the GPU includes a shader program, and at least one of the plurality of graphics pipelines includes a programmable shader processor.

4. The method of claim 3 , comprising transferring a shader program from the processor to the GPU.

5. The method of claim 4 , wherein the shader program includes at least one type of shader selected from a group consisting of: vertex shaders, geometry shaders, and pixel shaders.

6. The method of claim 1 , wherein the graphical object is an element of the wagering game selected from a group consisting of: a reel, a die, a card, a character, a vehicle, and a token.

7. The method of claim 1 , wherein the graphical object is an animation, a background, or a three-dimensional object.

8. A gaming system comprising:

a processor operable to present a wagering game upon which monetary value may be wagered;

a main memory coupled to the processor configured with a program operable to execute the wagering game on the processor;

a graphics processing unit (GPU) coupled to the processor, the GPU having a memory and a plurality of graphics pipelines;

a video output coupled to the GPU; and

an interface configured to transfer commands or data from the main memory to the memory of the GPU for rendering by at least one of the plurality of graphics pipelines;

wherein, in response to the commands or data, image information from the at least one of the plurality of graphics pipelines is provided to the video output, the image information defining a graphical object of the wagering game.

9. The gaming system claim 8 , wherein commands or data transferred from the main memory to the memory of the GPU are rendered in parallel by the plurality of graphics pipelines.

10. The gaming system claim 8 , wherein the GPU includes a shader program, and at least one of the plurality of graphics pipelines includes a programmable shader processor.

11. The gaming system claim 8 , wherein the processor is configured to transfer a shader program to the GPU.

12. The gaming system claim 11 , wherein the shader program includes at least one type of shader selected from a group consisting of: vertex shaders, geometry shaders, and pixel shaders.

13. The gaming system of claim 8 , wherein the graphical object is an element of the wagering game selected from a group consisting of: a reel, a die, a card, a character, a vehicle, and a token.

14. The gaming system of claim 8 , wherein the graphical object is an animation, a background, or a three-dimensional object.

15. A non-transitory machine-readable medium having machine-executable instructions for causing one or more processors, and one or more graphics processing units coupled to the processors, to perform a method, the method comprising:

loading a wagering game program for execution by at least one of the one or more processors;

transferring commands or data from a main memory coupled to the at least one of the one or more processors to a memory of a graphics processing unit (GPU) for rendering by at least one of a plurality of graphics pipelines of the GPU;

deriving image data from the transferred commands or data defining a graphical object of a wagering game upon which monetary value may be wagered;

transferring the image data from at least one of the plurality of graphics pipelines to a video output; and

displaying the graphical object via the video output.

16. The non-transitory machine-readable medium of claim 15 , the method comprising:

transferring commands or data from the main memory to the memory of the GPU for parallel rendering by the plurality of graphics pipelines.

17. The non-transitory machine-readable medium of claim 15 , wherein the GPU includes a shader program, and at least one of the plurality of graphics pipelines includes a programmable shader processor.

18. The non-transitory machine-readable medium of claim 15 , the method comprising: transferring a shader program from the processor to the GPU.

19. The non-transitory machine-readable medium of claim 15 , wherein the shader program includes at least one type of shader selected from a group consisting of: vertex shaders, geometry shaders, and pixel shaders.

20. The non-transitory machine-readable medium of claim 15 , wherein the graphical object is an element of the wagering game selected from a group consisting of: a reel, a die, a card, a character, a vehicle, and a token.

21. The non-transitory machine-readable medium of claim 15 , wherein the graphical object is an animation, a background, or a three-dimensional object.

Assignments (10)
SECURITY AGREEMENT Recorded May 23, 2025
From: LNW GAMING, INC.
To: JPMORGAN CHASE BANK, N.A., AS COLLATERAL AGENT
Reel/Frame 071340/0404 →
CHANGE OF NAME Recorded Feb 7, 2023
From: SG GAMING, INC.
To: LNW GAMING, INC.
Reel/Frame 062669/0341 →
SECURITY AGREEMENT Recorded Apr 22, 2022
From: SG GAMING INC.
To: JPMORGAN CHASE BANK, N.A.
Reel/Frame 059793/0001 →
RELEASE OF SECURITY INTEREST Recorded Apr 21, 2022
From: BANK OF AMERICA, N.A.
To: SCIENTIFIC GAMES INTERNATIONAL, INC.; WMS GAMING INC.; BALLY GAMING, INC.; DON BEST SPORTS CORPORATION
Reel/Frame 059756/0397 →
CHANGE OF NAME Recorded Jan 20, 2020
From: BALLY GAMING, INC.
To: SG GAMING, INC.
Reel/Frame 051643/0528 →
SECURITY AGREEMENT Recorded Apr 11, 2018
From: SCIENTIFIC GAMES INTERNATIONAL, INC.; BALLY GAMING, INC.
To: DEUTSCHE BANK TRUST COMPANY AMERICAS, AS COLLATERAL AGENT
Reel/Frame 045909/0513 →
SECURITY AGREEMENT Recorded Dec 15, 2017
From: SCIENTIFIC GAMES INTERNATIONAL, INC.; BALLY GAMING, INC.
To: DEUTSCHE BANK TRUST COMPANY AMERICAS, AS COLLATERAL AGENT
Reel/Frame 044889/0662 →
MERGER Recorded Jul 29, 2015
From: WMS GAMING INC.
To: BALLY GAMING, INC.
Reel/Frame 036225/0464 →
SECURITY AGREEMENT Recorded Dec 18, 2013
From: SCIENTIFIC GAMES INTERNATIONAL, INC.; WMS GAMING INC.
To: BANK OF AMERICA, N.A., AS COLLATERAL AGENT
Reel/Frame 031847/0110 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Feb 8, 2013
From: SYLLA, CRAIG J.
To: WMS GAMING INC.
Reel/Frame 029786/0542 →