Meshes farther than frustum

If one were making something where you could fly from one planet to another, this would obviously involve a very large scale and would require a very large frustum maximum distance in order to render the planet. But if one wanted to keep the frustum a reasonable distance to ignore debris between you and the planet until closer, how could we still display the planet?

The only things I could think of was putting the planet just in front of the end of the frustum and scaling + translating it as the user moves around or leaving the frustum large and toggling the visibility of everything in the scene. Are there any other way to go about this?

Logarithmic depth buffer

Logarithmic depth buffer would help in @Gaurav_D_Kale use-case in order to avoid z-fighting with far objects, but it would not address his concern of ignoring small objects far from the camera, would it ?

Thanks @marquizzo for linking the logarithmic depth buffer example. I’ve never used that before so it’ll definitely come in handy. And yes @felixmariotto I don’t think that will help with ignoring small objects far from the camera. Most likely I’ll need to group objects and set them to visible at the appropriate time