Fri Jan 4 11:39:46 EST 2013

Relational anti-aliased rendering

The "stupid slow" solution to anti-aliased rendering of basic
geometric shapes.

The idea is to render (unions / intersections) of coordinate member
functions.  It seems simplest to not assume anything about the
primitive inequalities (borders) used for finding pixel values, but to
simply do crude oversampling.

To get to 256 greyscale levels one needs 8x8 oversampling.