How to use Multi-frustum to remove z-fighting? Can you explain this more concretely?

At the start of rendering, draw commands were placed in one or more frusta based on the command’s bounding volume. Any command whose bounding volume intersected a frustum boundary was inserted to both frustums, causing a draw call to be issued multiple times. To optimize, tight near and far planes were computed from the closest and farthest bounding volumes from the viewer to minimize the number of frusta.

Hi there,

These slides go into a lot more detail if you are interested.