Object in a scene are antialiased individually in an object-specific manner,
according to the type of object in question. One type of object is antialiased
using a multipass screen-space jitter technique, where multiple instances of each
antialiased object are render and blended together, with a small displacement in
screen space coordinates for each copys. Another type of object is antialiased
using a single-pass growth antialasiang technique, where the actual rendered geometry
is changed in real time in accordance with distance and angle to minimize aliasing
artifacts. Most objects are preferably antialiased using the first technique, with
the second technique being most suited to high contrast, long and thin objects,
such as runway lines or power line