The production of animated film content throughout the 20th and the 21st century has not only seen the progression of representational film and digital video works but also extensive explorations into abstraction. A trend that is evident is that what is real and what is not real in digital representation has since become increasingly intertwined into the abstract and so it is proposed that a further representation of the real needs to be considered and investigated. In this research project it is proposed that the idea of the impossibly real is this further representation of the real and is inherent in the role of abstraction and the computational logic of a digital system which calculates reality to constitute a simulated visual production. As an entry point the author reappropriates the technology of the programming method of Particle System Simulation to explore the computational logic of data-parameter manipulation as a programmed abstract aesthetic. The impossibly real is not real, but in this research project it proposed as a further representation of the real that could surpass the need for realist representation and interpretation in digital productions in the future.