Speaking of going out on a limb: are you aware of Mark Kikgard's work on GPU accelerated path rendering?
http://www.slideshare.net/mobile/Mark_Kilgard/gtc-2014-nvidia-path-rendering There is obvious *thematic* overlap, with the promise of faster, more accurate 2D graphics using LESS power. Rendering without artefacts at optimal speed for a given resolution also sounds an awful lot like "efficiently find the most accurate solution for a given precision" The going out on a limb part is the thought that just maybe the "stencil, then cover" approach has some complementary technical overlap with the ubox approach as well? Might be worth checking out. A technical paper on the subject can be found here: https://developer.nvidia.com/gpu-accelerated-path-rendering (Frustratingly the work involves a lot of software patents http://patents.justia.com/inventor/mark-j-kilgard )
