In most applications in mathematics and engineering we work in the Cartesian coordinate system. This coordinate system can take two forms - the right-handed system, and the left-handed system. These two systems are shown in the following figure.
In most applications, we use the right-handed system, and will continue to use this system in our notes.
In the computer graphics community, we also use the
right-handed system, although it is drawn differently.
We began drawing on
two-dimensional screens - representing only
and
- and
when it became necessary to represent depth, a
coordinate
was added perpendicular to
and
. This gives the
following representation.
Note that there are both left- and
right-handed coordinate systems, depending on orientation of the
-axis.
These coordinate systems are identical to the Cartesian systems
presented above, just oriented differently.
We also make extensive use of
frames
in computer graphics, which also represent coordinate
systems. In three-dimensional space, frames consist of
an origin and three linearly-independent vectors.
These are used to describe local coordinate systems in order
to define a model or the position and orientation
of a camera. These frame-based coordinate systems
may be left- or right-handed.
A frame
is illustrated in the figure
below.
Using frames gives us some independence from fixed coordinates systems. In computer graphics, we will develop many frames of reference and freely convert the coordinates of a point between frames.
See the notes on Vector Spaces for additional information on linear independence and bases.