The document discusses transformations in 3D graphics. It explains that OpenGL ES uses a right-handed coordinate system where negative z-values go into the screen, while GLKit uses a left-handed system. It also covers matrix operations for translation, rotation, projection and viewport transformations to position and render 3D objects correctly. Real-life 3D models are stored using vertices, indices, normals and texture coordinates, and tools like Blender and Assimp can be used to import and export 3D models.