This paper describes a new tool for preprocessed visibility. It puts together view space and object space partitioning in order to control the render cost and memory cost of the visibility description generated by a visibility solver. The presented method progressively refines view space and object space subdivisions while minimizing the associated render and memory costs. Contrary to previous techniques, both subdivisions are driven by actual visibility information. We show that treating view space and object space together provides a powerful method for controlling the efficiency of the resulting visibility data structures. CR Categories: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Visible line/surface algorithms