The details of transforming normals

Have you ever seen transpose(inverse(M)) * normal in code before when transforming normals?

This is the defacto solution to dealing with non-uniform scale or skewed models when transforming normals and it’s such an accepted practice that nearly every single graphics programming resource mentions and encourages it. The problem is it’s wrong.

How did we get here?

A geometric normal is fully defined by its orientation with respect to a surface and the fact that it’s orthogonal / perpendicular to the tangent plane at the surface point.

When transforming a normal we want something that preserves both of those constraints. The inverse transpose matrix used to transform the normal is derived from satisfying just the latter. That is, the **do…

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