ok, a bit more detail.
The objects I've done it with in that demo are the pawns, the sphere uses a similar method for reflections but the camera points the other way. The sphere can be pointed towards the camera but the pawn is pointed towards a pivot placed at the same height as the pawn but with the cameras x and z coords. That means i only have to set the texture coords once and don't have to recalculate each frame, with more complex objects you'd need to.
I then place a camera somewhere inside the object with the same orientation as the main camera (maybe back the camera up a bit and hide the object) and render with quite a wide angle which changes a little with the distance from the object to the main camera.
For the uv values I think (can't find the source atm and don't think i worked out the refraction) I just used the reflection formula (from some point along -z), normalised the vector then multiplied the x and y components by .5 and added .5 to bring them into the range 0.0->1.0 and used them for u and v.
EDIT:
I've used this a few times but always had to mess around with values with a bit of trial and error until i'm happy with it.