By now you relize that surface normals are the most important geometric surface
characteristic used in computing illumination models. They are used in computing both
the diffuse and specular components of reflection.
However, the vertices of an model do not transform in the same way that surface normals do.
A naive implementer might consider transforming normals by treating them as points offset a unit length from
the surface. But even this approach will not work. Consider the following two dimensional example.
The problem with transforming normals occurs when objects
undergo an anisotropic scaling (scaling that is not
uniform in all directions). Such scaling results only
from affine modeling transforms (Why not Euclidean transforms?).