I would suggest checking out
http://www.dvgarage.com for a video on how to do this in post with a compositing application, it will be much, much faster.
In a nutshell, you make a particle system where you want the haze to be (exhaust, horizen etc). You set the system to emit RED and GREEN particles facing particles of a reasonable size (red and green is important). You render of the particles as a separate layer (with matte/shadow on your other objects if you need it). It will also need an alpha channel.
You bring your background footage into your compositing application, say Autodesk combustions. You bring the particle layer in as well. You BLUR the particle layer quite heavily. You add a DISPLACEMENT operator on your background footage and tell it to use the blurred particle layer as the source. Now you background footage is all wobbly where the particles are. BUT, it could be better.
With a displace operator you usually have a choice of which channel to use to do the displace (alpha, colour, red, green, blue etc), so you can actually assign displacement based on the RED and GREEN channels of the blurred particle layer! This makes the distortion more random and not so computery.
Lastly you want to add a COMPOUND BLUR on the background layer, again using the blurred particle layer as the source. This will only blur around the displacement, not the rest of the image.
If that made sense, well, good on you! I had to watch the video a few times and muck about a bit to get the order right, but once you do it a few times it all makes sense.
Good luck.