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Coordinate Systems in Graphics

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Normalized Device Coordinate System

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A 3D space where coordinates are defined between -1 and 1, used after projection transformation to determine what is within the camera's view.

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Cartesian Coordinate System

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A system that defines points in space with horizontal and vertical values (x, y, z). Used for modelling shapes and performing transformations in 3D graphics.

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Screen Coordinate System

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Defines a point on the display device using pixel coordinates. Mostly used in raster graphics, for example in rendering 2D images and GUI elements.

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Barycentric Coordinate System

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Expresses the position of a point within a triangle using three scalar values relative to the triangle's vertices. It is crucial in texture mapping and interpolation over a triangle's surface.

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Homogeneous Coordinate System

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An extension of the Cartesian system that adds an extra dimension, used for efficiently performing affine transformations, such as translation, scaling, and rotation in computer graphics.

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Texture Coordinate System

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Uses 2D coordinates (u, v) to map texture data onto a 3D surface. It is essential for texturing 3D models in graphics pipelines.

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Polar Coordinate System

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Represents points in a plane using a distance from a reference point and an angle from a reference direction. Applied in computer graphics for creating circular patterns and radial symmetry.

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World Coordinate System

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A reference system to define all objects in a 3D scene with respect to a global space. It's crucial for scene management and consistency of object placement.

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View Coordinate System

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Defines the orientation and position of the camera or viewer. Used in virtual camera setups to determine what is visible on screen.

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Local (Model) Coordinate System

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Specifies the positions of vertices relative to a model or object, which then can be transformed into world space. Important for modeling individual objects and defining their geometry.

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