In the rendering stage the transformed vertices are placed in a frame buffer in digital form. The frame buffer
can in fact comprise a number of buffers, e.g. a colour buffer, depth buffer, stencil buffer, accumulation buffer. The
frame buffer needs to be continuously managed and updated as the frame (or scene) changes. In the rendering stage
the pixels are drawn and the frame buffer stores lighting, colour and intensity information for each pixel that will be
enabled. The digital frame data is then converted to an analogue signal to be used to provide the final image for the
actual 2D computer display