- Cartesian system is right-handed:
2. Axis of rotation
Consider a spinning sphere. Every point on it is moving, except the ones along the axis. These form a motionless line around which the rest of the sphere spins. This line is called the axis of rotation.
3. Linear transform
Most of the transformations we deal with in 3D modelling have an inverse, but not all.
4. Projection
There are two main ways to perform such projections. One is orthographic projection, where parallel lines are drawn from all points of the three-dimensional object until they intersect a plane representing the display surface:
The other way is perspective projection, where the lines drawn are not parallel, but intersect at a point representing the location of the eye of the viewer:
5. View coordinates
6. Normal coordinates
7. UV coordinates
UV coordinates are simply different letters chosen to avoid confusion over “X”, “Y” and “Z”. For example, a raster image is normally laid out on a flat, two-dimensional plane. Each point on the image can be identified by X and Y coordinates. So to avoid confusion, the points on the image are identified using U and V to label their coordinates instead of X and Y. We then refer to “UV mapping” as the process of determining where each (U, V) image point ends up on the (X, Y, Z) object.
Reference