The document discusses different algorithms for polygon clipping, which is a process that identifies the visible portions of a polygon through a clipping window. It describes the Sutherland-Hodgeman algorithm, which clips polygons by extending the edges of a convex clip polygon and selecting only visible vertices. The Weiler-Atherton algorithm modifies this approach to correctly display concave polygons. Polygon clipping is important for video games to maximize frame rate by avoiding rendering calculations for invisible portions of polygons.