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viewspace

Viewspace, in the context of computer graphics, refers to the coordinate system in which the camera is located at the origin and oriented along a standard viewing direction. It is also called view space, camera space, or eye space. This space is obtained by applying the view (or camera) transformation to world coordinates, effectively reexpressing scene points relative to the camera’s position and orientation.

In a typical graphics pipeline, data flows from world space to view space, then to clip space,

View space is also commonly used for lighting and shading computations. By transforming positions, normals, and

Notes and synonyms: the term viewspace is often used interchangeably with camera space or eye space, though

and
finally
to
screen
space.
The
view
transformation
uses
the
inverse
of
the
camera’s
world
transform,
aligning
the
scene
so
that
the
camera
remains
at
the
origin
and
looks
down
a
principal
axis.
When
points
are
in
view
space,
calculations
such
as
projection
and
depth
testing
become
more
straightforward.
sometimes
light
vectors
into
view
space,
developers
can
simplify
calculations
that
depend
on
the
camera’s
position
and
direction.
Some
rendering
engines
perform
these
computations
in
view
space
to
keep
results
consistent
with
the
camera’s
viewpoint.
naming
conventions
vary
by
graphics
API
and
engine.
Understanding
the
distinctions
between
world
space,
view
space,
clip
space,
and
screen
space
helps
clarify
how
vertices
and
attributes
are
transformed
throughout
the
rendering
process.