Firstly, could I ask the OP what paper he is reading? I didn't actually find anything on the tile based deferred system whilst hunting around the internet about a year back and it's something I wish I knew more about (past the BF3 powerpoint presentation)
Secondly, I recently did a "Tile Based Forward Renderer" for my final year project at uni and found the book: GPU Pro 4 to be extreamly handy (2 chapters on the system, one from the guys at AMD). Theres also some very useful source code on the AMD website (they call it Forward+).
My system (and the AMD system) did these light (bounding spheres) to tile intersection tests in view space.