It’s relatively easy to set up a means of rendering the plenoptic images, and that addon referenced by the OP does it automatically. You could probably also set up a cycles shader to use them. But if you don’t have a means to display outside of blender, it’s kinda hard to justify the complicated setup and huge datasets necessary. It would enable baking some more complex features of light, though.
I’m not sure how many of the various necessary pieces are available publicly yet, but Otoy’s OctaneVR can render lightfields to their ORBX container format, which can be played back on various VR headsets. I believe they plan to release the ORBX spec as opensource when they release Octane v3 so, at least in theory, a native implementation could be done within Blender at some point.