In order to render a primitive, the primitive is subdivided into trapezoids and
triangles. The subdivision occurs using scanline-aligned lines. These simple scanline-aligned
regions are further subdivided so that the primitive is divided into simple scanline-boundaried
trapezoids and other complex scan shapes. The simple scanline-boundaried trapezoids
are rasterized. One rasterization method uses a texture map containing slope-based
coverage information to edge areas. Gouraud shading may be used to provide the
anti-aliasing effects on the scanline-boundaried trapezoids. The simple scanline-boundaried
trapezoids may also be rasterized using a software rasterizer. Complex scans are
rasterized using a software rasterizer. As data is already rasterized, it is thereby
efficiently transferred to the GPU.