In essence, in order of the OpenGL rendering pipeline:

  1. Model space
  2. World space (via model matrix)
  3. Camera space (via view matrix)
  4. Clip space (via projection matrix)
  5. Normalized device coordinates (via perspective divide, performed by OpenGL automatically)
  6. Screen space (via viewport transform)

Model space

Also called object or local space.

World space

Camera space

Also called eye space or view space.

Clip space

Called “unhomogenized screen space” by Mally and homogeneous clip space by Scratchapixel.

Normalized device coordinates (NDC)

Also called “screen space” by Mally.

Screen space

Called pixel space by Mally. I’ve also seen raster space, window space, screen space, and simply device space.