If you are looking to play with options beyond the OpenGL smooth sampling rate in smooth() and want to try rolling your own, there is also a demo on the old forum of FXAA (Fast_approximate_anti-aliasing) implemented as a PShader:
If you get really into it you could make it a library. My first thought is that pixel-aesthetic games might be one example of a use case where someone might want fine control over upscaling or downscaling effects.