Matrix Cycle in 3D

Update 02/23: here is better picture:

DualINterpretationMatrix 

Linear transformation in 3D graphics can be tricky, here is as “Matrix Cycle” that should help to better understand transition between spaces. The tricky part is actual numerical representation (or direction) in the transformation matrix.   Some info about  also here (nice notation of actual numerical matrix direction) nice online demo here 

following picture is from :http://antongerdelan.net/opengl/raycasting.html

 

other references:

from Model to Screen: https://stackoverflow.com/questions/46008171/transform-the-modelmatrix/46008573#46008573)

FOV https://stackoverflow.com/questions/46182845/field-of-view-aspect-ratio-view-matrix-from-projection-matrix-hmd-ost-calib

 

transformation in AR

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