Humus, between the anti-aliasing filter and the demosaicking with bayer pattern CCDs things don't quite work out like that. The PSF is more like a gaussian with a flattened top than a box AFAIR.
OK, poor example, but think of an old fashion analog camera instead.
It's possible that a pixel sized bounding box is the actual implementation, but that doesn't mean it's the best one.
Right. But if the pixel is square, the most correct representation is the integral of the function over the area of that square. I don't know what is the best shape of a pixel, maybe a hexagonal pattern would result in better quality?
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.
Yes, you're right. Let me say it like this instead: Correct coverage is the most correct representation for display using pixels. However, if you don't care about that, but only care about minimizing the amount of aliasing in the signal, then you should look at something like the sinc filter. However, the human eye does not see the real world anywhere close to a sinc filter, so this is hardly the ideal solution.
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.
OK, we may be closer in opinion than what your previous post seemed to imply. I'll still say though that the monitor response curve matters, because it's what's output on the screen in the end that dictates how well the antialiasing effect will be perceived. Assuming (or defining) it to 2.2 works fairly well in practice though. Still all math has to be done in linear "as output on the monitor" space. This is particularly important with HDR, where averaging linear light, or doing it "gamma correct" in linear scene light, results in horrible quality if the contrast is high. No built-in hardware resolve can solve that since we need to tonemap each individual sample first, then gamma-correct it, then average it. This will be one of the killer apps of individual MSAA sample access in DX10.