In 3D graphics, it is the area that is within the view of the user. When rendering images, graphics programmers must write routines that draw all visible objects within the viewing frustum and not waste processing time dealing with elements outside of it. See
3D graphics.
The Viewing Frustum
The frustum is like a pyramid lying on its side with the tip clipped off. Everything between the near and far planes is the viewing area. (Image courtesy of Intergraph Computer Systems.)