CG movies don't have a fixed rate of AA - renders are usually adjusted to use as much supersampling as it takes to get rid of the aliasing artifacts; but some of this adjustment may be automatic when adaptive (contrast-sensitive) antialiasing can be used. Sophisticated texture filtering is also heavily used to help texture/shader aliasing, without loosing any details.
Typical AA settings for Mental Ray may use 1 to 64 samples.
PRMan is a bit more complicated, as shading is indipendent from rasterising (depends on the tesselation density of the micropolygon grids) and number of pixel samples may easily reach 100 or even more. The shading rate (average number of shading samples per pixel) is usually somewhere between 4 and 25, but it can also reach 100 when needed (I know for a fact that some Harry Potter 3 VFX scenes have indeed used such a high shading rate).
Raytracing effects like ambient occlusion, reflection occlusion, subsurface scattering and actual reflections/refractions/shadows also have adjustable sampling quality. Some of these effects need more than 1 sample per pixel; some others can do with undersampling, which means that rays are fired for every Nth pixel and results are interpolated and filtered.
One sample may need to fire several rays though, for example occlusion and SSS type effects have to examine every direction at each sample points; so dozens, maybe even hundreds of rays have to be fired to the enviroment, using quasi-random (stohastic) patterns.
Temporal AA, which we prefer to call motion blur, is another thing which needs additional sampling to keep the image free of aliasing artifacts. Same goes for DOF. So these won't cure aliasing in itself... which is why many target render CGI videos from console manufacturers had some 'jaggies' that people interpreted as as sign of them being realtime...