I found this approach interesting because it could achieve both diffuse and specular lighting, and because it visually degraded well when more than one light hit a voxel. Anyhow, after Ensemble collapsed I put all this stuff into the back of my mind.
From what I remember, his approach voxelized in projection space. Each voxel contained an integer index into a list of lights that overlapped with that voxel's worldspace bounding box. The light lists were stored in a separate texture. The CPU (using SIMD instructions) was used to update the voxel texture, and the CPU also filled in the lightlist texture.
The scene was rendered just like with forward lighting, except the pixel shader fetched from the voxel light index texture, and then iterated over all the lights using a dynamic loop. The light parameters were fetched from the lightlist texture. I don't remember where the # of lights per voxel was stored, it could have been in either texture.
The new approach was ported and tested on X360, and I remember we switched to packing the light indices (or something - it's been a long time!) into an array of constant registers to make the approach practical at all on X360.
I have no idea if this is published anywhere, but I remember the day very clearly as an internal breakthrough. It's been many years now, so I doubt anyone will mind me mentioning it.
Research into light indexed deferred rendering (github)
Practical Clustered Shadowing - Avalanche’s solution in Just Cause 3
Tiled Forward Shading Links
Forward vs Deferred vs Forward+ Rendering with DirectX 11 - by Jeremiah van Oosten