Update - 2012-10-21
It is becoming embarrasingly obvious that the 'near future' deadline for a demo has been thoroughly busted. I'm therefore referring you to the
clustered forward shading demo, which I have prepared to
go with my Siggraph talk. The core techniques are the same, and the implementation is actually simpler. The demo also includes our hierarchical
light assignment implementation in CUDA, which is shown in the paper to scale to a million lights in real time.
Update - 2012-07-04
I will give a talk at Siggraph 2012, titled 'Tiled and Clustered Forward Shading' on the topic of using tiled and, more importantly, clustered forward shading to
draw transparent geometry with high efficiency. The abstract is available here.
Supplementary video is available on youtube.
An OpenGL demo implementation will be provided in the near future.