I'm doing a fast research about Spherical Harmonics to see if I can try to use it in real time for some visual effects. However, the little friend seems like a festival of equations and math theories that I need to have some idea in order to not dedicate too much time making it work. I'm wondering if it is possible to get reasonable spherical harmonics (only a rough sense of colors of light, at a very low frequency) with a very low amount of sampling (i.e 27 samples), since some of the material I've found relies on Monte Carlo. I'd estimate I'd need to calculate about 300 of these per frame refresh (at worst)
Since I'm a "gamedev at free time", I'd like to hear from someone more experienced if this amount of processing is feasible. If not, it'd save me some time and I'd be able to search for alternatives.
Footnote: I'm weak at graphics board programming, so they'd be mostly like calculated on cpu.