Is it appropriate approach to simulate shadowing via occlusion culling of lights?

I have own deferred renderer and a scene with both closed and open spaces. I want to prevent light passing though solid objects. For example, there can be a house with a lot of point lights inside. I want to prevent lighting of objects outside the house, but it is not always possible to adjust appropriate falloff distance.

And it seems that creating shadows maps for each of them will require a lot of time and memory. So I could try another approach – create some set of bounding primitives for each light source and perform occlusion culling with all of them to determine whether some space is affected by the source.

Is this method appropriate for the described situation or maybe is there any other methods to simulate shadowing?