Culling and VSD
A related area to VSD is culling, which usually happens before VSD in a rendering pipeline. Primitives or batches of primitives can be rejected in their entirety, which usually reduces the load on a well-designed system.
The advantage of culling early on the pipeline is that entire objects that are invisible do not have to be fetched, transformed, rasterized or shaded. Here are some types of culling algorithms:
Read more about this topic: Hidden Surface Determination