Access Occlusion Culling PVS from script

Been reading up on how Unity does it’s occlusion culling, and have found that while there are a couple of classes available to scripts for PVS (Potentially Visible Set) generation there doesn’t seem to be any programatic way to read the visibility information that gets generated. Is there a way to access the PVS data (ie: The BSP tree and visibility flags) from script?

I’m also interested in this for use/reuse with AI.