This is more or less the approach the approach used to render simple distance fog in games. Sometimes the Beer-Lambert Law is foregone completely and just the total density along the ray is used to fade objects in the distance. Either way this approach not only assumes a medium of constant density, but that the medium itself covers the entire viewable area.
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这不是简单地让模型记住更多知识,而是让模型学会区分“我知道的事实”和“我不确定的推测”,在不确定的时候主动降低置信度,甚至拒绝回答,而不是硬着头皮瞎编。