In order of the OpenGL rendering pipeline:

  1. Model space. Also called object or local space.
  2. World space (via model matrix)
  3. Camera space (via view matrix). Also called eye space or view space.
  4. Clip space (via projection matrix). Called “unhomogenized screen space” by Mally and homogeneous clip space by Scratchapixel.
  5. Normalized device coordinates (via perspective divide, performed by OpenGL automatically). Also called “screen space” by Mally.
  6. Screen space (via viewport transform). Called pixel space by Mally. I’ve also seen raster space, window space, screen space, and simply device space.