Building the model-view-projection matrix

A vertex travels model space → world → eye → clip space → image. Each canvas shows one stop on that trip.

Final image. P·V·M applied; the GPU divides by w and fills the canvas.
1. Model space. Vertices as written, before M. Drag to orbit, wheel to zoom.
2. World space. After M. The amber box is the camera’s view volume.
3. Eye space. After V·M. The camera sits at the origin looking down −z.
4. Normalized device coordinates. After P·V·M and ÷w. Everything inside the cube is drawn.

M

V

P

P·V·M