Three Spheres II

Last updated
Three Spheres II
Three Spheres II.jpg
Artist M. C. Escher
Year1946
Type lithograph
Dimensions26.9 cm× 46.3 cm(10.6 in× 18.2 in)

Three Spheres II is a lithograph print by the Dutch artist M. C. Escher first printed in April 1946.

As the title implies, it depicts three spheres resting on a flat surface.

The sphere on the left is transparent with a photorealistic depiction of the refracted light cast through it towards the viewer and onto the flat surface.

The sphere in the center is reflective. Its reflection is a self-replicating image of Escher in his studio drawing the three spheres. In the reflection one can clearly see the image of the three spheres on the paper Escher is drawing on: in the center sphere of that image, one can vaguely make out the reflection of Escher's studio, which is depicted in the main image. This process is implied to be infinite, recursive.

The sphere on the right is opaque and diffuse, i.e. neither specularly reflective nor transparent.

The painting is in the Escher Museum in The Hague.

See also

Sources

Related Research Articles

<span class="mw-page-title-main">Electronic paper</span> Paper like display technology

Electronic paper, also sometimes electronic ink, e-ink or electrophoretic display, are display devices that mimic the appearance of ordinary ink on paper. Unlike conventional flat panel displays that emit light, an electronic paper display reflects ambient light like paper. This may make them more comfortable to read, and provide a wider viewing angle than most light-emitting displays. The contrast ratio in electronic displays available as of 2008 approaches newspaper, and newly (2008) developed displays are slightly better. An ideal e-paper display can be read in direct sunlight without the image appearing to fade.

<span class="mw-page-title-main">M. C. Escher</span> Dutch graphic artist (1898–1972)

Maurits Cornelis Escher was a Dutch graphic artist who made mathematically inspired woodcuts, lithographs, and mezzotints. Despite wide popular interest, Escher was for most of his life neglected in the art world, even in his native Netherlands. He was 70 before a retrospective exhibition was held. In the late twentieth century, he became more widely appreciated, and in the twenty-first century he has been celebrated in exhibitions around the world.

<span class="mw-page-title-main">Mirror</span> Object that reflects an image

A mirror or looking glass is an object that reflects an image. Light that bounces off a mirror will show an image of whatever is in front of it, when focused through the lens of the eye or a camera. Mirrors reverse the direction of the image in an equal yet opposite angle from which the light shines upon it. This allows the viewer to see themselves or objects behind them, or even objects that are at an angle from them but out of their field of view, such as around a corner. Natural mirrors have existed since prehistoric times, such as the surface of water, but people have been manufacturing mirrors out of a variety of materials for thousands of years, like stone, metals, and glass. In modern mirrors, metals like silver or aluminium are often used due to their high reflectivity, applied as a thin coating on glass because of its naturally smooth and very hard surface.

<span class="mw-page-title-main">Ray tracing (graphics)</span> Rendering method

In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images.

<span class="mw-page-title-main">Retroreflector</span> Device to reflect radiation back to its source

A retroreflector is a device or surface that reflects radiation back to its source with minimum scattering. This works at a wide range of angle of incidence, unlike a planar mirror, which does this only if the mirror is exactly perpendicular to the wave front, having a zero angle of incidence. Being directed, the retroflector's reflection is brighter than that of a diffuse reflector. Corner reflectors and cat's eye reflectors are the most used kinds.

<span class="mw-page-title-main">Wallpaper group</span> Classification of a two-dimensional repetitive pattern

A wallpaper is a mathematical object covering a whole Euclidean plane by repeating a motif indefinitely, in manner that certain isometries keep the drawing unchanged. To a given wallpaper there corresponds a group of such congruent transformations, with function composition as the group operation. Thus, a wallpaper group is in a mathematical classification of a two‑dimensional repetitive pattern, based on the symmetries in the pattern. Such patterns occur frequently in architecture and decorative art, especially in textiles, tessellations and tiles as well as wallpaper.

<span class="mw-page-title-main">Reflection (physics)</span> "Bouncing back" of waves at an interface

Reflection is the change in direction of a wavefront at an interface between two different media so that the wavefront returns into the medium from which it originated. Common examples include the reflection of light, sound and water waves. The law of reflection says that for specular reflection the angle at which the wave is incident on the surface equals the angle at which it is reflected.

<span class="mw-page-title-main">Optical coating</span>

An optical coating is one or more thin layers of material deposited on an optical component such as a lens, prism or mirror, which alters the way in which the optic reflects and transmits light. These coatings have become a key technology in the field of optics. One type of optical coating is an anti-reflective coating, which reduces unwanted reflections from surfaces, and is commonly used on spectacle and camera lenses. Another type is the high-reflector coating, which can be used to produce mirrors that reflect greater than 99.99% of the light that falls on them. More complex optical coatings exhibit high reflection over some range of wavelengths, and anti-reflection over another range, allowing the production of dichroic thin-film filters.

<i>Still Life with Spherical Mirror</i> Print by M. C. Escher

Still Life with Spherical Mirror is a lithography print by the Dutch artist M. C. Escher first printed in November 1934. It depicts a setting with rounded bottle and a metal sculpture of a bird with a human face seated atop a newspaper and a book. The background is dark, but in the bottle can be seen the reflection of Escher's studio and Escher himself sketching the scene.

<i>Hand with Reflecting Sphere</i> 1935 lithograph by M. C. Escher

Hand with Reflecting Sphere, also known as Self-Portrait in Spherical Mirror, is a lithograph by Dutch artist M. C. Escher, first printed in January 1935. The piece depicts a hand holding a reflective sphere. In the reflection, most of the room around Escher can be seen, and the hand holding the sphere is revealed to be Escher's.

<i>Reptiles</i> (M. C. Escher) 1943 lithograph by M. C. Escher

Reptiles is a lithograph print by the Dutch artist M. C. Escher first printed in March 1943. It touches on the theme found in much of his work of mathematics in art.

<i>Magic Mirror</i> (M. C. Escher) Lithograph print by M. C. Escher

Magic Mirror is a lithograph print by the Dutch artist M. C. Escher first printed in January, 1946.

<i>Another World</i> (M. C. Escher) Woodcut print by M. C. Escher

Another World II, also known as Other World II, is a woodcut print by the Dutch artist M. C. Escher first printed in January 1947.

<i>Puddle</i> (M. C. Escher)

Puddle is a woodcut print by the Dutch artist M. C. Escher, first printed in February 1952.

<i>Three Worlds</i> (Escher) Lithograph by Dutch artist M. C. Escher

Three Worlds is a lithograph print by the Dutch artist M. C. Escher first printed in December 1955.

<span class="mw-page-title-main">Reflection mapping</span>

In computer graphics, environment mapping, or reflection mapping, is an efficient image-based lighting technique for approximating the appearance of a reflective surface by means of a precomputed texture. The texture is used to store the image of the distant environment surrounding the rendered object.

<span class="mw-page-title-main">Cube mapping</span> Method of environment mapping in computer graphics

In computer graphics, cube mapping is a method of environment mapping that uses the six faces of a cube as the map shape. The environment is projected onto the sides of a cube and stored as six square textures, or unfolded into six regions of a single texture. The cube map is generated by first rendering the scene six times from a viewpoint, with the views defined by a 90 degree view frustum representing each cube face.

In computer graphics, sphere mapping is a type of reflection mapping that approximates reflective surfaces by considering the environment to be an infinitely far-away spherical wall. This environment is stored as a texture depicting what a mirrored sphere would look like if it were placed into the environment, using an orthographic projection. This texture contains reflective data for the entire environment, except for the spot directly behind the sphere.

<i>Circle Limit III</i>

Circle Limit III is a woodcut made in 1959 by Dutch artist M. C. Escher, in which "strings of fish shoot up like rockets from infinitely far away" and then "fall back again whence they came".

<i>Dragon</i> (M. C. Escher)

Dragon is a wood engraving print created by Dutch artist M. C. Escher in April 1952, depicting a folded paper dragon perched on a pile of crystals. It is part of a sequence of images by Escher depicting objects of ambiguous dimension, including also Three Spheres I, Doric Columns, Drawing Hands and Print Gallery.