Similar Techniques
A similar principle is employed in tiled rendering (most famously the PowerVR 3D chip); that is, primitives are sorted into screen space, then rendered in fast on-chip memory, one tile at a time. The Dreamcast provided a mode for rasterizing one row of tiles at a time for direct raster scanout, saving the need for a complete framebuffer, somewhat in the spirit of hardware scanline rendering.
Some software rasterizers use 'span buffering' (or 'coverage buffering'), in which a list of sorted, clipped spans are stored in scanline buckets. Primitives would be successively added to this datastructure, before rasterizing only the visible pixels in a final stage.
Read more about this topic: Scanline Rendering
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