I. INTRODUCTION
In recent years, the applications of two-dimensional (2D) graphics in the embedded electronic devices such as cell phones, E-book readers and tablet personal computers have increased significantly. Especially the vector graphics, due to their small file size for high quality graphics, scalability for any resolutions and lossless compression without artifacts, have received a lot of attention. Some vector graphics standards such as OpenVG [1], SVG have been proposed to not only provide a cross-platform application programming interface (API) but also allow device manufacturers to provide hardware/software acceleration. Considering the limited resource of embedded devices like low working frequency CPU or small storage component, several challenges arise for rendering a complicated 2D graphics object. Although the advanced vector graphics functions may include optional complex image processing and paint generation, most of research focuses on how to accelerate the core rasterization operation of the rendering procedure [2]-[4]. This operation has to find out the ordered intersection points of the graphics objects and all the scan-lines, which requires a great deal of computation time as well as storage buffers. The requirements will increase further when the anti-aliasing processing is considered to improve the rendering quality [4]. This paper aims to provide an anti-aliasing rendering scheme which can reduce the overall rendering cost compared with conventional approaches. The rest of the paper is organized as follows. Section II first briefly introduces the 2D graphics rendering procedure. The proposed rendering scheme with reduced buffer requirement will be described in Section m. Section IV will address the anti-aliasing method used in our proposed scheme. Some evaluation and comparison results of our scheme with previous approaches will be summarized in Section V followed by some conclusions in Section VI.