Any number of atmospheric effects may be associated with the default medium (``air'').
Fog is simulated by blending the color of the fog with the color of
each ray. The amount of fog color blended into a ray color is an exponential
function of the distance from the ray origin to the point of intersection
divided by the specified thinness for each color channel.
If the distance is equal to thinness,
a ray's new color will be half of the fog color plus half its
original color.