On Thursday, 9 January 2014 at 00:20:00 UTC, Ola Fosheim Grøstad wrote:
Basically you partition edges into sub-pixel polygons and sort them. Then you calculate visibility and coverage before shading.

(note: this is not how REYES work for 3D, but I think it could be adapted with good results for non-realtime 2D this way.)

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