Portal Rendering style engines were invented in the early 90s. I think several people had roughly the same idea at the same time in academia, as well as industry.
Descent was based on a portal and cell renderer that used a unit cube with limited orientations as the cell. This let them simplify and pre tabulate some of the rendering math.
The PVS precalculation done for quake levels is effectively a portal renderer.
Unreal's software renderer needed portal rendering to limit overdraw, so the engine was based around it.