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This paper presents a particle rasterizing pipeline that is intended as a part of a particle system rendering engine. The purpose of the rasterizing pipeline is to convert the particles, which are geometrically just a projection of circles onto a plane, into pixels of a raster image. While the conversion is relatively simple, the required speed is very high as the particle systems typically contain very large numbers of particles - at least hundreds of thousands - and the general goal is to handle the rendering in real time. The presented solution does have the capability of achieving such high speeds.