There was a specific type of tree I'm thinking of (maybe called a 2d-tree)
Are you looking for quad-trees ?
No. Quad trees have children in all 4 directions, the
'2d-tree' I was thiking of only has children in two directions and alternates between using the x or y axis for this direction (I saw it in a university lecture once). However the Quad tree is probably a better example from Wikipedia then my tree examples.
If I get time today then I'll draw a picture.
Edit: This is my 2d-tree and on the right I have overlaid a camera. Thinking about it I don't think the tree is as efficient as I thought because there are lots of nodes outside the cameras field of view that link to nodes that might be in the cameras field of view.

However the blue area contains nodes that are behind the camera and so their whole branch can be skipped.
Other trees might allow you to divide the area up better, but my main point is that by using some sort of tree you should be able to exclude large areas of the scene when rendering.