I know how AA works.
If i made such LODs I get onepixel objects too.
http://www.humus.name/index.php?page=3D&
here is about "wire" problem.
also there is technique from STALKER
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter09.html
(in the end)
Its simple - find edge - then blur 2x2
FXAA shader what I use I think is enough.If I double the passes I think it maybe work not fast as i want.Deferred render+ postprocess eat fps like hobo without food.

just for fun I find list of AA techniques:
DLAA — Directionally Localized AntiAliasing
EQAA — Enhanced Quality AntiAliasing
EdgeAA — Edge AntiAliasing
FXAA — Fast approXimate AntiAliasing
GPAA — Geometric Post-process AntiAliasing
GBAA — Geometry Buffer AntiAliasing
MLAA — MorphoLogical AntiAliasing
NFAA — Normal Filter AntiAliasing
SRAA — Subpixel Reconstruction AntiAliasing
SDAA — Second Depth AntiAliasing
SMAA — Subpixel Morphological AntiAliasing
TAA — Transparent AntiAliasing
Not bad...I think its time for making yor own like Fast "Your Name" Ultra Aliasing