A 100x100 thumbnail that was reduced from a 1000x1000 image might have pixels which are derived from 100 samples of the original image (e.g. a simple average of a 10x10 pixel block). Or other possibilities.
As an abstraction, a pixel definitely doesn't represent a point sample, let alone an infinitely small one. (There could be some special context in which it does but not as a generality.)
And if a downsampling algorithm tries to approximate a point sample, it'll give you a massively increased chance of ugly moire patterns.
The audio equivalent is that you drop 3/4 of your samples and it reflects the higher frequencies down into the lower ones and hurts the quality. You need to do a low-pass filter first. And "point samples from a source where no frequencies exist above X, also you need to change X before doing certain operations" is very different and significantly more complicated than "point samples". Point samples are one leaky abstraction among many leaky abstractions, not the truth. Especially when an image has a hard edge with frequencies approaching infinity.
Someone with just the small version wouldn't know if it's supposed to look like that, but we're not asking them.
Unless they can infer it's a picture of normal objects, in which case they can declare it's moire and incorrect.
Having worked on both game engines and CG films, I think that’s misleading. Point sample is kind of an overloaded term in practice, but I still don’t think your statement is accurate. Many games, especially modern games are modeling pixels with area; explicitly integrating over regions for both visibility and shading calculations. In fact I would say games are generally treating pixels as squares not point samples. That’s what DirectX and Vulkan and OpenGL do. That’s what people typically do with ray tracing APIs in games as well. Even a point sample can still have an associated area, and games always display pixels that have area. The fact that you can’t display a point sample without using area should be reason enough to avoid describing pixels that way.
I'm not sure how raytracing as done by video games can be construed a more area-based than point sample based. It seems to me like ray-hit testing is done in a point-sample manner, and games aren't doing multiple rays per pixel. (They're usually doing less than one ray per pixel, and averaging over several frames that sampled from different locations within a square pixel, then running it all through a blurring denoiser filter and upscaling, but the result is so bad for anything other than a static scene that I don't think it should be used to support any argument.)
Ignoring the denoiser, games are quite commonly using Box Filter for pixels. That’s the square in square pixels. The point sampling is in service of an integral whose shape is a square, and that’s the problem Alvy Ray is talking about.
That point sampling is distinctly different from the “point sample” that represents the pixel value itself, so let’s not conflate them. The averaging over an area that is square shaped, whether it’s multiple samples or over time, is the reason that the pixel shape is summarized as square, not as a point.