In the context of CG, how to prevent artifacts (aliasing, incorrect color/light behavior…) when computing a pixel.
From the point of view of textures → sampling correctly with regard to the pixel’s “shadow” on the texture in the scene (covering multiple texels or inside a single texel)
From the point of view of geometry ? See notes on meeting 23/02
See Charline’s thesis’ 2.5.2 for overview.