Coordinate Systems And Transformations In 3D Graphics
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Coordinate Systems and Transformations in 3D Graphics
This collection builds the language and mathematics used to move geometry through a renderer. It begins with object and world transforms, then follows a world-space vertex through the camera, projection, clipping, normalized-device-coordinate, and viewport stages.
The Main Transformation Journey
The core sequence starts with a position already expressed in world space:
Projection creates clip coordinates; clipping happens in that homogeneous space; and the perspective divide creates normalized device coordinates (NDC). Keeping those operations separate is the key to understanding the rest of the rasterization pipeline.
Reading Order
- Coordinate Spaces and Hierarchies — local and world space, parent-child transforms, and the idea that coordinates are meaningful only relative to a frame.
- Transformation Matrices, Homogeneous Coordinates, and Composition — the matrix tools behind affine transforms and transform chains.
- Rotation Representations: Euler Angles and Quaternions — how orientations can be stored and manipulated.
- From World Space to Screen Space — the focused camera-to-rasterizer journey:
- World Space → View Space: The Camera Transform
- View Space → Clip Space: Perspective Projection
- Clip Space and Homogeneous Clipping
- Clip Space → NDC: The Perspective Divide
- NDC → Window Space: The Viewport Transform
- Putting It Together: The Complete Vertex Journey
The world-to-screen collection deliberately treats model-to-world placement as already solved. Object transforms and scene hierarchies remain important, but they should not interrupt the more subtle camera and projection story.
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- 01From World Space To Screen Space6 articles
A high-level guide to the coordinate-space journey that turns a 3D world-space vertex into a location in a render target.