Arvo’s work is also using Green’s theorem, in much the same way this article is. Integrating the phong-exponent light reflections is a little bit insane though (and btw I’ve seen Arvo’s code for it.)
The problem you run into with non-constant polygon colors is that you’d have to integrate the product of two different functions here - the polygon color and the filter function. For anything real-world, this is almost certainly going to result in an expression that is not analytically integrable.
Yup, I've tried many years ago to follow this work (special cases for even and odd exponents!), with a mix of analytic and numerical integration. IMO linear/tent filter is sufficient. Also more recently there's the Linearly Transformed Cosine stuff, which is most of what people usually want in realtime graphics.
Ideally you also want motion blur and probably some other effects, so IMO it just makes sense to use a 2D BVH and high efficiency Monte Carlo importance sampling methods.
The problem you run into with non-constant polygon colors is that you’d have to integrate the product of two different functions here - the polygon color and the filter function. For anything real-world, this is almost certainly going to result in an expression that is not analytically integrable.