indeed they bin all triangles to each pixel.
...not sure if i got this right. It's interesting to relate the 'hopeless task' of proper AA to the visibility problem. It all looks much less nonsense if we try to solve both problems to achieve hidden surface removal for a speedup, and AA for better IQ.
If we do this triangle clipping at once for all triangles (not per pixel because it's GPU friendly or what), we get AA pretty cheap because occlusion is already resolved. If they did so in the paper then let me apologize.
Though, this has been tried in software rasterizers, and even for low poly Quake it did not work out and an additional ZBuffer for dynamic objects was used.
Still, maybe the idea remains interesting even today - either in HW or SW. But there are counter arguments, and all of them increase over time:
* What does it help to have awesome AA for triangles, while our larger problem is to represent stuff with those flat edgy bastards in the first place?
* Because of that, we make triangles as small as we can, and so we will end up at point splatting being just faster, making former efforts on triangles obsolete. (Or we go ray / sphere tracing and say goodbye to rasterization completely).
TAA really seems future proof, because it does not care about those things and works regardless. That's a big plus.
The other argument is it utilizes temporal accumulation, which is good, even if those that dislike its artifacts also dislike the concept in general.
But we really want it. The big waste in rendering animation is that we compute the same pixel every frame, even if it has not changed much from the (projected) previous state. So any game rendering is redundant for 90%, maybe?
I really like how TAA utilizes this waste to increase IQ. Makes total sense, and i hope it will be further improved until everybody is happy.
I can also imagine AA won't be necessary at all if we move to something prefiltered, like having thin volumetric shells on the triangles. I think about this for a long time, and recently it seems more attractive again because it could help with compression and storage issues eventually...
The only example i know is this:
It has still artifacts on mip level switch it seems, but there is no hard edge crawling.