This technique treats a pixel as a unit circle, coloring it according to its length of intersection, along multiple axes, with a glyph simply described by 3 point beziers, oriented to keep 'inside' on the right.
A point fully inside a glyph has a trivial intersection, and is fully shaded.
Points on the edge of a glyph intersect a bezier, with shading of the pixel being proportionate to the amount of intersection, giving anti-aliasing.
The product I work on in my day job has similar code to handle rendering filled polygons, with similar constraints on widdershins/anti-widdershins to turn off filling for 'holes'. The 'magic' of this technique seems to be applying that technique in a shader, on a per-pixel basis.
There's no triangulation that I can see (compare with the elaborate schemes Loop-Blinn paper above), just a decomposition of glyphs to these ordered collections of 3 point bezier curves, and some fiddling to get it all saved in a texture.
But even 1x damages are pretty high. Read it carefully and do something sufficiently different and avoid infringement in the first place.