A technique that enables new methods of obscurant modeling with faster rendering while maintaining or improving physical fidelity is proposed. the proposed technique not only exhibits the qualities of voxel based obscurants, but matches real-world data as well. The main objective from Phase I efforts will be a specification for the technique of generating physically correct and efficient obscurant model. The result of Phase I will also show the feasibility of using the obscurant technique for modeling with system simulations.
Keywords: Obscurant, Smoke, Particle System, Scene Generation, Voxel, Simulation