For several scenes in Cursed, Wes Craven's 2005 film, Frantic Films was required, during post-production, to insert wispy smoke whenever the werewolves touched silver. Simple particle systems failed to capture the characteristic motion of wispy smoke, while existing smoke simulators generally produced smoke of a diffuse nature, more appropriate for explosions or large flames than cigarette or incense smoke. This sketch describes our implementation of a flexible, artist-friendly smoke simulator capable of producing realistic wispy smoke for a production environment. In brief:
Our method is based on the Navier-Stoke fluid simulation method introduced in Foster and Fedkiw  and on the particulate-combustion model introduced in Feldman et al .
In order to accelerate our simulations, we implemented a moving bounds approach, as in Rasmussen et al. , which allowed us to simulate a smaller region. We then combined this with a variation on that paper’s grid-sourcing method.