Several articles talk about the difficulty to avoid Specular Aliasing when rendering games:
- http://blog.selfshadow.com/2011/07/22/specular-showdown/
- http://www.cse.yorku.ca/~amana/research/hilite.pdf
- ...
However, I have trouble understanding in the first place what is the visual appearance of specular aliasing.
Does anyone has a concrete example, for example a screenshot of a scene presenting specular aliasing, side-to-side to a screenshot of the same scene where the specular aliasing has somehow been reduced ?

