Storyboard (3D)

Block a shot out in three dimensions, label each mass with what it should become, and render the frame with an image model. Because the blocking is geometry rather than a drawing, occlusion is decided by the depth buffer instead of by a list, and the camera can be moved between renders to get several shots of one scene that agree with each other. Every render is kept with the camera it was taken from, so the history reads as a shot list and any pass can be re-blocked to drive the next one.