Comparison of different lighting techniques with focus on tiled lighting/bimodal clustering systems and how to make it fast: http://bps12.idav.ucdavis.edu/talks/03_lauritzenIntersectingLights_bps2012.pdf

You´ve probably seen this one before, its about techniques from need for speed the run and battlefield 3, like a bokeh effect, but starting at page 64, there is also a very informative chapter about their tile based deferred lighting. I however just noticed that the High-Z chapter as well as the min max shadow mapping part is looking quite interesting, although the latter reminds of some paper about so called smoothies, I read a few years ago...: http://dice.se/wp-content/uploads/BF3_NFS_WhiteBarreBrisebois_Siggraph2011.pdf

Then there is this one about the clustered shading approach in probably the next just cause or something, which is another really amazing paper: http://www.humus.name/Articles/PracticalClusteredShading.pdf
And then there are the power point slides of basicaly the same from this years siggraph together with a couple of other great presentations: http://advances.realtimerendering.com/s2013/

And this is like the first paper you find when searching for it, which is good but not as good as the others in my opinion: http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=tiled_shading

And as a last resource you might want to have look at AMDs forward+ papers: ftp://date.eecs.jacobs-university.de/confMaterials/EG2012/short/pdf/005-008.pdf
ftp://date.eecs.jacobs-university.de/confMaterials/EG2012/short/pdf/005-008.pdf
http://developer.amd.com/wordpress/media/2012/10/AMD_Demos_LeoDemoGDC2012.ppsx

There are probably a couple more, but those should get you started tongue