Remember this isn't a one-pass solution.
I couldn't figure out how to quickly make a material that that would create flat, randomly slanted facets when used as a bump material so i painted a bitmap to do that.
I applied that as a patch image to the whole model, set it to bump, set the repeat values to 3 and randomly rotated it on several patches so the repetition of the texture would not be so obvious.
I set the model to black and the spec color to white so the only visible detail on the model would be the specular highlights. Because the surface is a bunch of flat facets and not a continuous smooth surface, each facet must be at a particular angle to the light to show a specular highlight to the camera. As the model turns the angles are constantly changing and different facets show them selves.
I used the Glossy Specular shader so that each highlight would be white with no soft edge. This makes each sparkle be either on or off.
I made another render of the model with the texture deleted and a not-black surface color and compositited the black with white sparkels pass over the regualr render with a "lighten" compositing mode in After Effects.
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