AMD has published a new Direct3D 11 code sample that shows tiled lighting culling in action. Binaries and source code are provided as well as a PDF-doc.
This sample provides an example implementation of two tile-based light culling methods: Forward+ (or Tiled Forward) and Tiled Deferred. Both methods support high numbers of dynamic lights while maintaining performance. They utilize a Direct3D 11 compute shader (DirectCompute 5.0) to divide the screen into tiles and quickly cull lights against those tiles. For Forward+, the resulting per-tile light lists are written out to a buffer for the forward pixel shader to use when lighting. For Tiled Deferred, lighting is done in the same compute shader that performs light culling.
In addition to non-shadow-casting point lights that are typically seen in tile-based light culling demos, this sample supports non-shadow-casting spot lights, as well as shadow-casting lights (point and spot). Moreover, it extends tiled light culling to work with alpha-blended geometry. It can also spawn virtual point lights (VPLs) to approximate one-bounce global illumination, as seen in AMD’s Leo Demo.
You can download the TiledLighting11 v1.0 code sample HERE.
In AMD’s demo, the size of a tile is 16×16 pixels.
Source: Geeks3D forum