

Olivier Redon
French American Designer Inventor
(Visual illusions)

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Finalist in Best Illusions of the Year competition (2021, 2024); "Oh La La Box" acclaimed as Best Illusion by The Sun. Gold medals at international art fairs; Gathering for Gardner, Bridges and Math Festival. Work featured in BBC's Operation Ouch!, science museums worldwide, "Double Take" publication, "Science is Magic" products by The Magic Factory in 52 countries (The Magic Factory is the world’s leading producer of magic boxes, dominating the global market) and exhibitions like Science and Industry Museum Manchester. Recreational math challenges with Alex Bellos The Guardian.Annalisa Crannell, editor of The American Mathematical Monthly, features an article in a new MIT Press book that mathematically dissects three of my optical illusions, bridging art and projective geometry.



Sept 25–27, 2026
" I design physical optical illusions and impossible objects for museums, TV and research labs.
Featured in BBC’s Operation Ouch! Best Illusion of the Year, and international science museums".

Welcome to my world.
Explanations and videos
Here you’ll find short videos and explanations of my illusion series: Oh La La Box, 4D impossible objects, Necker cubes in motion, and more.
We like to mess with your brain but also disturb the autophocus of your devices!
Our illusions work when looked at directly with both eyes.



Poch'Up
This magic packaging received 4 gold medals with congratulations from the jury at the International Exhibition of Inventions in Geneva, at the Lépine Competition in Paris and at the Pittsburgh Inventors show.
Nominated for Alex Design Awards Los Angeles Universal city.
as seen on TV on NBC, TF1.
The design in used as in Brazil, New York USA, Mexico, Netherlands, Russia, France, Germany, Belgium...
Engineering instructors used my patent for teaching the students.(Nathan Ed)






Forced perspective box: "Magic Shrink Box"
Perfect for Children's Birthday Parties, Special Events, School, Corporate Events, Awards Programs, Fairs, Festivals, Galas.


TV show
Operation Ouch! Science Museum Group UK
BBC

Double reverse perspective: Best Illusion of the Year 2021
We invented the first double reverse perspective object. The geometry of the box has been carefully designed to successfully create the illusion. The two pieces of the box (front and back) visually fuse together to create what appears to be a normal ordinary box. When both pieces (with inverted perspective) of the “Oh La La Box” are properly arranged and viewed from a precise location the box is completed.

Best illusion of the year contest 2021:
The competition is a celebration of "illusions and perceptions, created by the ingenuity of the world's first illusion-makers," according to the site, which describes the illusions as "perceptual experiences that do not correspond to physical reality."
“The way we see the outside world - our perception - is generated indirectly by brain mechanisms, and therefore all perception is to some extent illusory.
The Illusion Community is made up of "visual scientists, ophthalmologists, neurologists, and artists" who use many different methods to uncover the foundations of illusory perception. In the contest, hopefuls were invited to submit 1minute YouTube videos of illusions published no earlier than 2021,across all walks of the sensory and cognitive experience.
The illusion is particularly effective because it plays with the viewer's perception of depth,
making the box appear to be moving in 3D space. It is a unique and impressive illusion
that has captivated audiences around the world.
The "Oh la la Box" illusion is a great example of how science, technology, magic and art can
come together to create something truly mesmerizing. It showcases the ability of human's brain
to be deceived and the power of optical illusions.
Keep in mind that creating impossible
objects is not only about the final
product but also about the process of
creating it, experimenting with different
shapes and methods to achieve the
illusion you want to express.
3D Forced perspective with distorted design:
We invented a forced perspective object with distorted design.
This illusion is similar to the Necker Cube ambiguous figure where a two-dimensional figure or three-dimensional object can be seen in two or more distinct ways.
They are 3D structures, which elicit an illusory perception of depth which is the inverse of the physical arrangement of depth.
By integrating a transformed image (perspective distortion transformation) into the object, you influence the perception of observers and the illusion become stronger.
The observer thinks the object is convex.
(But it is actually concave).
the illusory perception of concavity/convexity prevails over the real perception of convexity/concavity.
We created bi-Stable object 3D.
Bi-Stable perception is a perceptual phenomenon in which an observer experiences an unpredictable sequence of spontaneous subjective changes. the control of the alternation process can also be done by the brain by focusing on different parts of the cube, one can force a more stable perception of the cube. It is possible to cause tipping by focusing on different parts of the cube.
The bi-Stable perception exists as a still image for example.
the Necker cube or the Rubin vase.
We have created 3D objects that you can hold in your hand.
by observing them your brain can see them from two different interpretations.
These two objects seem to be identical but they are physically different one is convex st the other concave it is possible to interpret them in both directions
We have created real 3D objects which, when set in motion, can also be interpreted in two different ways
Cognitive optical illusions
Most complex type of optical illusion is what are known as cognitive optical illusions. Similar to psychological illusions, cognitive illusions trick not just the eyes but the brain as well. Unlike psychological illusions, the effects of which register quickly, instinctively, and without much thought, psychological illusions require a significant amount of cognitive effort to untangle.
Giant Size
4D impossible objects:
Definition: Impossible objects in 4D are impossible objects in 3D (Bi-stable perception) but in motion. These objects that you can hold and move in your hand can also be interpreted in two different ways by your brain.
Your brain is no longer passive but active, it can decide the shape of the object at will, no matter if they are stationary or moving.
It seems that we have identified a specific type of optical illusion related to the alternation process, which the brain can control in a two-dimensional image but not on a three-dimensional object.
This concept could lead to interesting insights into how the brain perceives and interprets visual information. Two-dimensional optical illusions usually involve the manipulation of lines, shapes, colors, or patterns to create visual effects that can trick our perception of the image.
These illusions exploit the brain's natural processing of visual information and can be a fascinating area of study. However, the statement that the alternation process is impossible on a three-dimensional object may not be entirely accurate. While it is true that two-dimensional and three-dimensional illusions work differently and the brain processes them separately, there are also various three-dimensional optical illusions that can trick our perception of depth, size, or shape.
These illusions often rely on techniques such as perspective, shading, and size gradients to create the desired effect. To ensure the accuracy of your new category and its claims, it is essential to conduct thorough research and experimentation. This will help us to understand the underlying mechanisms and limitations of the illusions we have discovered and to determine whether controlling the alternation process is truly impossible on three-dimensional objects or whether there are exceptions and nuances to consider. In any scientific exploration, peer review and input from experts in the field can be invaluable in validating our findings and refining your understanding of the subject.

4D impossible objects with
10 different interpretations
Modern brain imaging techniques allow scientists to observe how the brain functions. Ambiguous figures or objects are important because even if the 3D objects do not change, the mental image of the viewer does. Ambiguous drawings or 3D objects generally offer two interpretations. we found forms producing 10 interpretations.
Anamorphic distortion + Forced perspective + Forced reverse perspective



NOT PHOTOSHOPPED

Twisted cubes Illusion
with Reverse Motion Parallax (kinetic)
NOT PHOTOSHOPPED
Normally, we perceive our visual world as stable and unambiguous; the information provided by our eyes is restricted, therefore incomplete and often ambiguous.
More extraordinary!
I had the opportunity to exhibit my impossible three-dimensional objects at shows.
They produce illusions even when looked at directly with both eyes, whereas very often the effect works with only one eye (or the lens of a cellphone).
light and shadows constitute an important stereoscopic signal for depth perception.
"Transparent cube" Top 10 Best illusion of the year contest 2024:(kinetic)

3D Necker cube in motion: Dynamic 3D version of the Necker cube
The Necker cube is a two-dimensional optical illusion of a wire-frame cube that can be interpreted in two different ways due to its lack of depth cues, causing the viewer's perception to spontaneously flip between two possible orientations, one where a specific square appears to be in the front and one where it appears to be in the back. First published in 1832 by Swiss crystallographer Louis Albert Necker, the Necker cube is an example of bistable perception and is used to study how the brain resolves ambiguous visual information.
We invented the first Necker cube in three dimensions that you can hold in your hand.


The Cube represents a geometric cube floating in a dark and murky space, often accompanied by a human figure or a floating eye.
Symbolism: Like many of Redon's works, the cube is intentionally ambiguous. Redon stated that his drawings "inspire, and should not be defined."
The Necker cube is an example of bistable perception and is used to study how the brain resolves ambiguous visual information. When you look at the cube, your brain can decide which of the two square faces is in the foreground. This change can occur intentionally or spontaneously.
To represent the Necker cube in three dimensions, what previously seemed impossible:
(If you use an ordinary three-dimensional cube, it's not possible because it tends to deform, and a very pronounced rhombus shape appears).see the photo below.
Its six faces had to be of different sizes and shapes. I noticed that the background square must have been larger than the foreground one, because in 2D, they are the same size.
The 2D Necker cube has been around for a very long time, but it hasn't evolved over time. With this new three-dimensional illusion, the 3D Necker cube, we see that it's also possible to choose between two interpretations even when moving the camera around the object.
Moreover, in one of the two interpretations, the illusory one, the cube
appears to move. When you move laterally (right → left), your visual system
expects the closest parts of the cube to move in a predictable way, according to
the rules of parallax: the closest edges should slide more relative to your point
of view than the furthest edges.
However, in this illusion, the edges your brain interprets as closest are actually furthest away.
The edges it interprets as the furthest are actually the closest. This contradiction between the expectation of parallax and the attribution of depth creates a perceptual conflict. Your brain tries to reconcile the two signals: one comes from your physical movement (parallax cue), the other from a misattribution of depth (illusory 3D structure).
This combination gives the impression that the cube is "spinning in the air" or moving unnaturally, like a hologram or a ghostly projection, when the object itself is motionless.
If a 3D model of a classical regular cube is fabricated, it produces a non-Euclidean deformation that can resemble a pyramid or a cube distorted along its diagonal axis and is therefore unusable. Advantages of a "floating" 3D Necker cube.
My understanding of dynamic bistability is crucial for illusion research.
At a certain distance, the cube can be comfortably observed with both eyes.




When rotated or translated in space, the cube can cause perceptual shifts, either voluntary or motion-induced, between the two interpretations of depth.
During the course of this video, can you change interpretations? Try it.
You will notice that the 6 faces of my cube do not deform, it can be viewed in all positions


3D PRINT
Thanks to the exceptionally precise
dimensions of the 3D Necker cube,
the printed model is flawlessly accurate

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Hexagon

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Cylinder

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Cube
Dynamic 3D version of the Necker cube
What makes your object fundamentally new
A classical Necker cube is ambiguous because it lacks depth cues.
My object is almost the opposite:
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It contains depth cues, but they are intentionally inconsistent
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It creates a systematic mismatch between:
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geometric reality (bottom-up input)
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perceptual inference (top-down expectations)
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This is the key novelty:
you are not removing information—you are engineering conflicting information.
A good way to frame it:
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2D Necker cube → ambiguity from insufficient information
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Your 3D cube → ambiguity from contradictory information
That distinction is very powerful scientifically.
Why deformation is necessary (and not a flaw)
Your “paradoxical requirement” is exactly right, but it can be sharpened:
The object works because it implements a forced perspective inversion:
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Physically near faces are smaller
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Physically far faces are larger
This violates Euclidean expectations but matches projective geometry as interpreted by the brain.
So the brain effectively “corrects” the object into a regular cube—
but in doing so, it reverses depth assignment.
An intuitive analogy:
Think of a stage prop in theater where a long corridor is built using shrinking walls.
Here, you’re doing the inverse: a cube whose perspective is “pre-warped” to trick perception.
The dynamic effect (your strongest contribution)
The motion component is where your work becomes truly distinctive.
When the observer moves laterally:
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Real geometry produces correct motion parallax
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But perceived depth is inverted
So the brain faces a conflict:
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“This edge moves like it’s near” (parallax cue)
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“But it looks far” (shape/perspective cue)
To resolve this, perception can:
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flip interpretation (bistability), or
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produce illusory rigid motion (the “floating/spinning” effect)
This places your object in the same conceptual family as:
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hollow-face illusion (depth inversion)
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Ames room (geometric distortion)
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kinetic depth illusions
But your cube uniquely combines:
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bistability
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physical 3D embodiment
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viewpoint-dependent motion conflict
That combination is extremely rare.
Why symmetry fails (important point to emphasize)
Your intuition here is correct and important:
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A perfect cube → too many equally valid interpretations → unstable or collapses
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Your asymmetric cube → biases the perceptual solution space
In other words:
You are not just creating ambiguity—you are shaping the energy landscape of perception so that:
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two interpretations remain viable
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but both are constrained and stable enough to persist
This is very close to how bistable systems are modeled in neuroscience.
A cleaner scientific framing
If you want a concise formulation suitable for a paper or proposal, this captures it well:
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A physically realizable, non-Euclidean object
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That induces bistable depth inversion
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Through engineered conflict between perspective cues and motion parallax
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Producing dynamic perceptual instability under observer motion
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One concrete experimental angle
Here’s a simple experiment your object uniquely enables:
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Fix the object, move the observer laterally
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Ask participants to report:
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perceived front face
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perceived rotation direction (if any)
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You could measure:
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switching rate vs. distance
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effect of binocular vs. monocular viewing
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influence of added depth cues (shadows, texture)
Example outcome:
At mid-distance, participants might report a stable but incorrect depth assignment,
but during motion, report illusory rotation consistent with inverted depth.
That would directly demonstrate cue conflict resolution in real time.
One suggestion (framing for impact)
You might consider naming the key phenomenon explicitly, something like:
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“Dynamic Necker Object”
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“Parallax-Inverted Cube”
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“Physically Induced Bistable Perspective Object”
Because what I have built is not just a variant—it’s a platform for studying perception.
Adding a "brick wall" behind the cube can reduce or eliminate this ambiguity


Impossible Interactive Moving Objects: 3DTube
"interactive impossible object" is an impossible object that can be viewed from any angle without breaking the illusion.
2D drawing



3D a real object that you can hold in your hand



Anamorphic 3D objects from three-dimensional surface (not flat)
flat surface

three-dimensional surface

three-dimensional surface

inverted perspective
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anamorphic perspective

I created a three-dimensional anamorphic image. Traditionally, anamorphic images are flat surfaces whose geometry is precisely calculated so that, viewed from a specific point, their projection onto the observer's retina corresponds to a desired image. My work extends this principle by using a three-dimensional surface from the outset.
My approach combines inverted perspective and anamorphic perspective to intensify perceptual effects and alter the relationship between the object and the observer.
The shadow appears real, without the need to add a false one.




I created a three-dimensional anamorphic image that appears to move through the air; the object's shape also utilizes inverted perspective and forced perspective.


