I agree that currently, there is only a limited application for these advanced tecniques. Currently, only very big names are using per pixel and even fewer per pictel shading. However, in times to come, it will become the standard in all rendering. The difference between those left begind and those still in the game will be whether they know how to use these features ahead of time (as with any major technological advancement).
For those who don't know, a pictel is 1/4 of a pixel.. Basically, each pixel is made of of 4 pictels, which are used in different sequences along with the pictels of nearby pixels to create a color. The advantage to using per pictel shading is that a single object can have multiple textures. This allows for things such as a 4 layer texturing system which would have, say, 1 layer for color, one for transition, one for actual texture, and one for bump mapping. The result is spectacular!
The GeForce line supports per pixel shading, and the GeForce MX will offer support for per pictel shading. To see several examples of what is possible from an excelent high end company, look at
http://everquest2.station.sony.com/media.jsp
The skeleton is particularly impressive.
I appreciate the advice on where to start with this. Strike that... I *greatly* appreciate the advice 8)