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Spaces

Tier 1 - Cartesian Coordinate Spaces

SpaceDim.Why It’s CoreAliasesTranslation VectorWhat It Means
UV Space2DTexture sampling, blending, animation, atlases, UI maskingTexture space, Texcoord space, 2D UVs(0.5, 0.5)The center of a texture or sprite (50% across U and V)
Object Space3DLocal mesh space — used in modeling, rigging, deformationLocal space, Model space, Mesh space(1, 0, 0)1 unit to the right of the object’s pivot (local X axis)
World Space3DScene-level effects, decals, VFX, projection, positioningGlobal space, Scene space, Absolute space(10, 2, -5)A point 10 units right, 2 up, 5 back from world origin
Camera Space3DNeeded for physical camera simulation, lighting, billboarding, fresnelView space, Eye space, View-relative space(0, 0, -3)A point 3 units in front of the camera
Screen Space2DUI layout, screen shaders, post-process FX tied to resolutionPixel space, Raster space, Framebuffer space(1920, 1080)Bottom-right corner of a 1920x1080 screen
Viewport Space2DResolution-independent layout, fullscreen FX, responsive shadersNormalized screen space, 0–1 screen space, Screen UVs(0.25, 0.75)25% from the left, 75% from the bottom of the screen (normalized)
Tangent Space3DLocal shading basis — used for normal maps, decals, and detail lightingSurface space, Texture tangent space, TBN space(0, 0, 1)A direction pointing "out" from the surface (local Z axis)
Bone Space3DUsed in rigging, skinning, animation — defines how vertices are deformedJoint space, Skinning space, Bind pose space(0, 1.2, 0)A vertex 1.2 units above a bone’s local origin (e.g., a joint's Y axis)

 

 

🥈 Tier 2 

SpaceDim.Why It’s UsefulAlso Known As / AliasesExample VectorWhat It Means
Clip Space4DFinal stage before rasterization; output of MVP transform in vertex shaderHomogeneous clip space, Post-projection space(-1, 1, 0.5, 1)Top-left corner of screen in clip space (with depth = 0.5)
NDC Space3DScreen-aligned normalized coords after perspective divideNormalized Device Coordinates(0, 0, 0.5)Center of screen in normalized screen space (Z = 0.5 depth)
Local-to-Parent3DRelative transforms for procedural rigs or hierarchy animationParent-relative space, Local hierarchy space(0, 1, 0)1 unit above the parent bone or object
Bone Bind Pose Space3DBase pose of mesh before animation; used to calculate skin deformationInverse bind space, Rest pose(0.2, 0.5, 0)Original vertex position relative to its joint’s bind pose
Camera-Relative Space3DUsed for large-world precision, eye-relative motion, and virtual camerasEye-relative, Floating origin space(0, 0, -50000)A point 50,000 units in front of the camera — used for planetary scale scenes
Screen UV Space2DFor fullscreen shaders and distortion FXNDC → UV, Normalized screen space(0.5, 0.5)Center of the screen (used in post-processing and image effects)
Spherical / Polar Space2D/3DCustom projections, procedural effects, panorama/fisheye mappingAngular space, Radial coordinates(θ = 1.57, r = 3)A point 3 units away at 90° from the origin (polar coordinates)