In order of the OpenGL rendering pipeline:
- Model space. Also called object or local space.
- World space (via model matrix)
- Camera space (via view matrix). Also called eye space or view space.
- Clip space (via projection matrix). Called “unhomogenized screen space” by Mally and homogeneous clip space by Scratchapixel.
- Normalized device coordinates (via perspective divide, performed by OpenGL automatically). Also called “screen space” by Mally.
- Screen space (via viewport transform). Called pixel space by Mally. I’ve also seen raster space, window space, screen space, and simply device space.