In 3D, what is a camera or eye space?

I am trying to learn 3D graphics programming through the Study of Modern 3D Graphics Programming by Jason L. McKesson.

I didn't really look at other manuals, but this manual seems to emphasize the theory and math behind 3D graphics. Right now, I'm stuck on this page:

http://www.arcsynthesis.org/gltut/Positioning/Tut04%20Perspective%20Projection.html

I'm not quite sure what it means in camera space, and why it is necessary to project a 3D world onto a 2-dimensional surface. This question is rather vague, so instead of a full explanation, the links that can give me another way to explain these concepts will also be clear.

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wikipedia (http://en.wikipedia.org/wiki/Graphics_pipeline):

Objects are transformed from three-dimensional spatial coordinates of the world into a three-dimensional coordinate system based on the position and orientation of the virtual camera. This leads to the original 3D scene, as seen from the camera’s point of view, defined in the so-called eye space or in the camera space. A normalizing transformation is the inverse mathematical transformation of a view and map from an arbitrary user-specified (u, v, w) to the canonical coordinate system (x, y, g).

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