Coordinate Spaces

Follow one vertex from model space to the pixel it lands on, one stage at a time.

What you should come away with: Where each matrix in the chain hands over to the next, and what the GPU does between them.

1 / 6 · Model space
  • frustum
  • tracked vertex
drag to orbit

One vertex, all the way down

Spacexyzw
Model0.500.500.501.00
World1.230.80-0.791.00
View1.230.78-3.711.00
Clip1.851.883.273.71w now carries depth
NDC0.500.500.88÷ w
Screen719149pixels

One corner of the cube, followed the whole way. Watch w pick up the depth at the clip stage — every row after it is that same point divided by that number. The frustum you see in the canvas is not drawn separately: it is the camera’s own frustum pushed through the identical pipeline, which is why it lands exactly on the −1…1 cube at the NDC stage.