Earlier quoted context omitted.
I agree it was a fascinating look at the problem. However, the assumption in the article is pixels. Let me sum up. Scaling artifacts occur because at smaller sizes the quantitization of the unit pixel overwhelms the details of the image. When I was a system programmer at the Image Processing Institute at USC (you know the source of that Lena picture :-) this was characterized as the frequency response of the display.…
Author of the article here. If you read the closing paragraphs of the article, you will see that I do talk about the physical size of the final representation of the pixel-based icon. However, just because you can use more pixels on higher-resolution displays, it does not mean that you can just take a highly detailed vector artwork and display it. Being able to display very intricate details for each icon is not nece…
There are two problems you are conflating. One is that low-resolution icons have visual artifacts, and therefore manual pixel hinting is valuable. In general though, this problem only crops up for very small icons, say smaller than 32x32. But as screen resolutions increase, this problem will get easier.
The other problem is that at small sizes, we want icons to be less detailed and therefore more recognizable. A quarter-inch icon two feet from the eyes should have very little detail. This is a problem that vector graphics are very suited for. One can specify a low-detail icon that should be used when the real size of the icon is below some threshold, no matter whether that screen space is 64x64 or 20x20. In a world where the screen resolution of an icon that size can vary by more than a factor of two, using pixels is the wrong approach.