Hello,
I am making a toy path tracer and stumbled into a little doubt. As far as I know path tracers typically calculate the final color of a single pixel by averaging the result of all samples taken in that pixel (spp). This gives a nice anti-aliasing effect on the edges, however has the side effect of slightly blurring textures (because they most certainly do not have enough samples for each ray in the pixel, so samples have to be guessed with some kind of filter: I'm using bilinear in my case, and averaging bilinear samples causes blurring).
I believe this is basically the same problem that SSAA has, as discussed here: https://www.gamedev.net/forums/topic/547765-anti-aliasing-that-doesnt-blur-the-image/
How do path tracers usually deal with this blur? Is there no way around it?

