No. You are probably referring to tiled resources, but that is not what is meant here. That has nothing to do with the CPU. The author's article got it wrong.
Surface tiling most probably refers here to the subdivision of geometric objects into smaller geometric objects.
"Tiling" is generally a term that easily leads to confusion since it refers to very different things in different contexts. Another common confusion is the equivocation of tiled-based rendering with tiled resources.
I think this might actually be referring to something different again (so many overloaded meanings to 'tiling' in graphics programming...).
Surfaces, in the D3D meaning of the term, are an area of memory used for a texture or render target. In that case tiling and detiling would refer to changing the order of bytes in the texture to allow different patterns of access. Different address modes being faster for different operations.
A texture can be linearly addressed as a single 1D array of pixels, or it can be addressed as a tiled surface addressing all the pixels in each tile linearly. For instance a 4x4 texture can be addressed two different ways.
Code:
A B C D
E F G H
I J K L
M N O P
Linearly: ABCDEFGHIJKLMNOP
Tiled 2x2: ABEF, CDGH, IJMN, KLOP
The XBone appears to have specific hardware built into it's move engines to tile/detile surfaces as they are moved.