The zoom anti-aliasing (ZAA) procedure used for rendering computer-generated targets at long range is examined in the light of its lack of conformality with sampling theory. This has led to the development of a GPU-based conformal version, called Schade ZAA. It is shown that Schade ZAA leads to improvement in intensity errors and significantly less scintillation when the target subtends less than a single pixel in screen space. It is shown further that the intensity errors for the normal type of irregularly-shaped target of most user interest are considerably smaller than has been previously reported. This is a significant result in that it gives confidence that the intensity of small and point source targets can be successfully conserved within the ZAA process.