So....how does all this relate to your HW6? In other words, how can you add anti-aliasing to your homegrown renderer?
You are going to do it, by doing jittered sampling - you will create multiple renders (by rendering subtly-vertex-shifted versions of your scene), and average the results by weighting the renders (pixel by pixel). This means you need:
- num. samples (renders) to create
- pixel shift (x,y) for each variation
- weight (contribution) for each variation