I was able to get SMAA working inside of paradox. It took a lot of tweaking from the original code, but it works quite efficiently. Here is a screenshot:
SMAA works in screen space as a post process so you can use it on 2D images as well as 3D scenes. I took a screenshot from one of my favorite games(DOD: Source). You can see clearly that on the left there is quite a bit of aliasing and on the right there is hardly any at all(except in the wire which is poorly rendered).
Here you can see the SMAA is being applied to a 3D scene. Again on the left there is a little bit of aliasing and on the right not very much aliasing at all.
I ended up using the color channel to calculate edges instead of the depth buffer. This usually provides the best results. There is also a luminance edge calculation as well. There are 4 presets for quality, and to be honest I did not notice much of a difference between low, and ultra. Low seems to work best for all edges except diagonals. Once you reach the high preset it smooths those as well. There are 3 settings which control quality. MaxSearchSteps, MaxSearchStepsDiag, and CornerRounding. For low quality these were set to: 4, 0, and 100. For ultra these settings were set to: 32, 16, and 25.
I might release the source code if there is enough interest in seeing it.