With square pixels blending according to coverage of the corresponding square is correct IMHO. That's what you'll get if you take a picture with a camera (if we ignore scattering in the lens and other undesirable artifacts), the integral value of the incoming light behind that pixel (of course CCDs suffer from less than 100% coverage like pixels on a screen too though).
As I already said, it is correct coverage, but it
doesn't give you perfect
antialiasing. In fact, a box filter is pretty poor at avoiding aliasing.
I strongly disagree. Why do you think ATI introduced gamma-correct AA?
Because the framebuffer contains sRGB colors, not lRGB nor monitor color space. That's not an assumption, it's a definition (for Windows at least).
And linearly blending sRGB colors is wrong. But it has been done in the past because sRGB <-> lRGB conversion is expensive. IIRC R300 introduced sRGB downsampling and sRGB conversion
after texture filtering. The latest DX10 hardware will finally do the conversion in all the proper places: before texture filtering, and for every read and write access to the framebuffer (alpha blending, AA resolve), if it is flagged as sRGB.
This is independent of the display hardware. Gamma correction in the pixel output pipeline is used (or rather:
should be used, but most people never adjust it properly) to convert the sRGB colors from the framebuffer to the proper colors on screen. And that is the
only place where you need to consider the monitor response curve.
Aliasing in computer graphics is a side effect of flexible programmability and developers are partly to blame? I'm sorry but can you repeat that or clarify?
We're obviously talking about "shader aliasing" here, not edge or texture aliasing. The latter two are pretty well covered (by fixed function units) in hardware, and even alpha test can be "fixed" now with transparency AA and alpha to coverage.
With flexible shaders it's much easier to get high frequency content that causes aliasing than with simple fixed function multitexturing. It's the responsibility of the shader writer to avoid that, IHVs simply can't do it. They can only provide the tools necessary (gradients, multisample aware shaders).