If your graph is bounded, try rendering all of it once to an Image, and then blit the relevant parts from that Image to your Canvas. Try to avoid actually "moving" pixels in the buffer, as that might introduce dependencies between your reads and writes and could really kill the performance. It might actually be better to copy from 1 buffer to another and alternate which one gets blitted to the screen.
Finally, if you end up having to manually work on pixels, make sure you run on the image in lines rather than columns and that you start from the beginning of the line to help with the caching.
Regarding performance, without profiling we cannot say.
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