My objective was to implement this with OpenGL. Ramamoorthi and Hanrahan used a prefabed irradiance map of spherical coordinates, so from Hichael F. Cohen and Donald P. Grenberg′s Radiosity Solution for Complex Enviornments I converted skybox cartesian coordiantes to spherical coordiantes. Once this was completed I did the following: before the program begins rendering to the screen, it itterates over trhe skybox and calculate each coefficient from Ramamoorthi's paper (9 in total) per color channel. these 9 coefficients go into a shader which is then added on top of the shader of the object, and done, global illumination during runtime! Here is a detailed explanation of the process.