Do you need exact results, or just good enough to optimise your rendering?I've considered various ways, e.g. recursive subdivision with raytesting, rendering a coarse version of occluders to see what they cover. Feel free to suggest any other approaches.
Once approach that I've seen in a few games that I thought was so simple that it's clever is:
*Project the conservative bounds of all your occluders into screen-space.
*Select the 5 (or n) occluders with the largest screen area.
*Create a frustum from each of these occluders to get their occlusion volume.
*Perform a "frustum fully contains" test for each occludee's bounding volume against each occluder frustum.
It's very dumb, coarse, and kind-of brute-force, but it's been used in a few AAA console games and is actually very efficient computation-wise (assuming you've got sensible data layouts).