Dynamic occlusion culling is pretty common these days now that the GPU can do its own filtering of the draw list. I think it goes like:
Start with a list of objects that were visible last frame. Assume they are visible this frame. Go ahead and draw them.
Then, for the list of things that were Not visible last frame, draw bounding box queries to build a conservative list of objects that might actually not be occluded this frame. This is expected to be a short list.
Take that short list and draw the probably-newly-visible objects.
Have queries attached to all of those draws so you end up with a conservative list of all of the actually-visible objects from this frame.
This obviously has problems with camera cuts. But, it works pretty well in general with no preprocessing. Just the assumption that the scene contents aren’t dramatically changing every frame at 60 FPS.