This thesis describes the design and simulation of a special purpose hardware architecture(SE: Shading Engine) for fast image generation. The architecture has three major functional blocks: linear interpolator, multiplies and Edge Painting Tree[1]. Linear interpolator with coupled binary tree architecture interpolates functional values of two end points which can be view-depth values or color intensities. Two multiplies compute input valuse of interpolator in parallel. Mask pattern which removes out invalid data is generated by Edge Painting Tree. The prototype SE in this paper is responsible for 64 pixels. Graphics system can be built with several SEs. Since there are no interconnections among the SEs, system can be easily expanded. The bit-serial operation of SE guarantees the feasibility of its VLSI implementation and reasonable cost of making graphics system.