When an image is rendered in a computer graphics system, it is first generated as a collection of objects, primitives, or pixels, in a process called rendering. The resulting image is then stored in the frame buffer, which is usually located in the graphics card's memory. The frame buffer contains a bitmap of the image, where each pixel is represented by a binary value that corresponds to the color and intensity of that pixel.
The frame buffer is an important component of the graphics pipeline because it stores the final image that will be displayed on the screen. The graphics card then reads the data from the frame buffer and sends it to the display device. The frame rate, or number of times per second that the frame buffer is updated, affects the perceived smoothness of animation and the responsiveness of the user interface.
The size of the frame buffer depends on the resolution of the display device and the color depth of the image. Higher resolutions and color depths require larger frame buffers to store the additional data.
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