This is true in real life, but...
... but objects that you see in a 3D virtual environment are not real. Therefore, you don't see the object, you see it's projection on the screen.
Hence, the 3D virtual object, defined by its vertices and normals in these vertices is just a pure fiction, merely an mathematical explanation of what has to be drawn on the screen.
In order to display an object, you first have to calculate its 2D projection onto the screen and then draw this projection by setting each pixel's intensity to the right value on the computer monitor. This will get you the raw image of the desired object. After getting the raw image and before displaying it on device, you can filter the image with some anti-aliasing or anisotropic filter.
This is what I (roughly) meant by 'interpreting' and what the graphic card does after you write your matrices and issue the command "glDrawMeThisPlease()".

Of course, graphics card is just a processor which executes commands which are given by the graphics driver. So you need to have a good driver which can do all this fast enough to draw 30+ images per second in order to see a smooth animation.