The 2D graphics rendering scheme proposed by this paper is shown in Fig. 3. Different from the common rendering schemes based on the use of GET, this paper instead adopts different approach to build the AET based on the local minimum point concept proposed in [3]. Assume the vertices of the object edges enter the rendering system sequentially, these vertices will not only be stored in a so-called vertex array memory; in addition, they will also pass through a simple comparison block which can detect the local minimum point by finding those vertices which has the smaller y-coordinate value compared with their neighboring vertices. The index of those local minimum vertices will be stored in a so-called local minimum table (LMT) as illustrated in Fig. 4(a) for the sample object shown in Fig. l(a). Assume the ith vertex is a local-minimum point, and its coordinate is (Xi, Yi), it can be inferred that two edges connected by vertex pair Vi-l, Vi and Vi, Vi+! respectively will intersect the r Yi 1 th scan-line, and may extend to the other scan-lines located above. Once the edge constructed by Vi and Vi-l no longer intersects the scan-line which is currently processed, it will be ignored, and the new edge constructed by Vi-l and Vi-2 will be considered next. Based on this concept, the AET of the current scan-line can be derived as shown in Fig. 4(c). The advantage of using LMT with the vertex array to build AET compared with the conventional GET-based approach is the saving of the overall memory size. The related vertex information will be stored in the vertex array only, and will not duplicate as in GET. In addition, many link-pointers used in GET can also be avoided.