Hey,
I’ve just wrote a quick post about how to use OpenGL texture filtering to fake anti-aliasing in aliased CUDA graphic output. The final result is obviously far from true AA, but it’s simple to implement and lighting-fast. External Image Still, maybe someone will find it useful.
In the same logic, I raytrace a larger image (than the viewport size), and let opengl do the filtering. I guess it offers more control on the quality (than just modifying the viewport size), even if it has a cost.