The sampling window in both cases, is the same average size (10 pixels) but the position of the sampling window for the film simulation is random (and overlapping), while the position of the sampling window for the digital simulation has a fixed pitch (and doesn't overlap).
Note that the goal here is not to create a simulation of film as such, but to look at how randomly positioned and sizing of a sampling window (ie. in general) provides for an arguably richer and more organic mediation of the original signal than does a fixed pitch sampling window of the same average size. It also shows how the size of film grains (or dye clouds) with respect to pixel size, would not provide a meaningful metric in terms of the relationship between the two.

The technique used in the left image is more clearly visible in the following images where I'm using larger sampling windows that reduce in average size towards the one used in the above comparison. Each sample captures the average of the original signal within a randomly positioned and sized circular/elliptical region, approximating the way in which grains (or dye clouds) would register light and overlap each other in film.
