The idea would be to have a multiple level cache that stores a voxelized version of the scene to render the irradiance points.
Each voxel would be linked to a set of surfel (surface elements) that stores color and normal of the surface.
Each time the lights in the scene changes, the voxelized version is updated and propagates the change to the irradiance points.
This means having a list of surfel per voxel (say 6, 8) and a list of voxel per irradiance points.
This would be a mix of The Division dynamic indirect lighting link and Mc Guire raytraced irradiance probes link.
This feature might be limited to hardware that supports compute shaders.
This is not a trivial feature and needs a lot of R&D.
Estimate : 4 weeks