Given a direction vector $w$ ($w$ refers to the $w$ in $u,v,w,$ however it's not necessarily perpendicular to $u,v$) and some angle $\theta$, then what does $\frac{1}{\tan(\theta/2)} w$ do?
I saw this appear in the context of ray-tracing:
I also found a description where
$$\tan\left(\frac\theta2\right)= \text{yres}\cdot \frac{\text{pixel height}} 2$$
which I read that by taking $\frac{1}{\tan(\theta/2)} w$ one cancels out the $y$ component (of screen resolution?)? And then gets $2w$ without $y$-component back?
https://pdfs.semanticscholar.org/presentation/3273/5c4af85b6c0ae94c867caeb68b2a1f7182f0.pdf
So does that mean that one makes $w$ (as given in the notes above) point directly perpendicular relative to the screen plane? When it used to be angled?

We have that for $\theta \neq k\pi$
is a real number and the product
represent the product of a vector by a scalar that is a scaled vector with the same direction of $\vec v$.
Reading your material it seems that $\vec v$ is a coordinate vector (in vertical direction) and the full expression
simply refer to the coordinates of the upper left corner of the screen.
In that context the product
is the vertical component of the corner with respect to the center of the screen.