You do not need to do ray tracing from entry and exit. Think about how light strikes these moments. A ray of light that hits a translucent surface at an angle different from that that hits your target will not affect the color of the light that hits your target.
+ * + + * + + * + + * + ---------- | +*+ | | + * + | | + * + | ---------- + * + * * -------
This suggests, of course, that there is no refraction in the material.
Now, if you want to extend the ray tracer to something more advanced, for example, trace tracing, you will need to consider the light that bounces off the translucent object and falls into your last object, but for the beam indicator that you do, you do not need to worry about it .
For a translucent object, I would model a decrease in light intensity as a linear function of distance (most objects in the real world strictly adhere to this assumption). If you model the light as having RGB components (not physically realistic ...), you reduce each component in proportion to this component value inside the object.
If you want to really advance with what light does during an object, then you will need to switch to subsurface scattering (the reason why milk in a glass does not look like a white solid and why people are so hard to model in CGI).
EDIT: The phenomenon that you mention about how easy and quick to jump back and forth, and using a variety of calculations, is what behaves in a real light. Currently, advanced rendering tools cannot integrate all of these light components, and instead randomly displays the distribution of light. The more samples, the closer the image converges to realistic, and the closer the integration of light becomes its true value. This is called monte carlo rendering. Traceroute, bidirectional traceroute and metropolitan traffic light are all monte carlo algorithms that completely mimic light transport. Each algorithm, given sufficient time, will converge to the same final image, however, some of them are more efficient than others. (See the Wikipedia path trace . At the bottom of the article, the image is better than the one I tried to draw.)