Nurbs boundary Gregory Patch and its Shape Control. - Junji Sone; Taichi Watanabe; Soji Yamakawa; Hiroaki Chiyokura (Int. J. Shape Model., 1994)

Contents production techniques using Web3D. - Rina Takahashi; Naoki Wakabayashi; Kaori Aoki; Taichi Watanabe (SIGGRAPH Web Graphics, 2003)

Proposal on learning program with observation supported by simulation contents. - Rina Takahashi; Naoki Wakabayashi; Kaori Aoki; Taichi Watanabe (SIGGRAPH Educators Program, 2006)

Construction trial of a practical education curriculum for game development by industry/university collaboration. - Koji Mikami; Taichi Watanabe; Katsunori Yamaji; Kenji Ozawa; Akinori Ito; Motonobu Kawashima; Ryota Takeuchi; Kunio Kondo; Mitsuru Kaneko (SIGGRAPH ASIA Educators Program, 2009)

Illustration based sculpture modeling system by point set surface. - Ryota Takeuchi; Taichi Watanabe (VRCAI, 2009)

Construction trial of a practical education curriculum for game development by industry-university collaboration in Japan. - Koji Mikami; Taichi Watanabe; Katsunori Yamaji; Kenji Ozawa; Akinori Ito; Motonobu Kawashima; Ryota Takeuchi; Kunio Kondo; Mitsuru Kaneko (Comput. Graph., 2010)

Visual simulation of aurora movement. - Takafumi Kojima; Ryota Takeuchi; Soji Yamakawa; Taichi Watanabe; Koji Mikami (SIGGRAPH Asia Posters, 2011)

Shape oriented line drawing in real-time 3DCG. - Takashi Matsuo; Koji Mikami; Taichi Watanabe; Kunio Kondo (SIGGRAPH Asia Posters, 2011)

Visual simulation of glazed frost. - Tomokazu Ishikawa; Yoshinori Dobashi; Yonghao Yue; Masanori Kakimoto; Taichi Watanabe; Kunio Kondo; Kei Iwasaki; Tomoyuki Nishita (SIGGRAPH Posters, 2013)

Reproduction of the behavior of the wet cloths taking the atmospheric pressure into account. - Wataru Yamada; Taichi Watanabe; Masanori Kakimoto; Koji Mikami; Ryota Takeuchi (SIGGRAPH Posters, 2013)

Game jam based iterative curriculum for game production in Japan. - Koji Mikami; Yosuke Nakamura; Akinori Ito; Motonobu Kawashima; Taichi Watanabe; Yoshihiro Kishimoto; Kunio Kondo (SIGGRAPH Asia Symposium on Education, 2015)

Mesh Simplification Using Hybrid Saliency. - Guangming An; Taichi Watanabe; Masanori Kakimoto (CW, 2016)

Effectiveness of Game Jam-based iterative program for game production in Japan. - Koji Mikami; Yosuke Nakamura; Akinori Ito; Motonobu Kawashima; Taichi Watanabe; Yoshihiro Kishimoto; Kunio Kondo (Comput. Graph., 2016)

System for preventing loss of replay desire in games by guiding the user to voluntary leaving from and returning to the game sessions. - Shota Homma; Masaki Abe; Taichi Watanabe; Koji Mikami (VRCAI, 2018)

Light-field Projection for Tangible Projection Mapping. - Taichi Watanabe; Naoki Hashimoto (SIGGRAPH Posters, 2021)

An Application for Learning Sorting Algorithm using Human Pictograms. - Taichi Watanabe; Yuichi Oie; Kazunari Ito (IMCOM, 2023)

Topological Clustering for Spatial Perception Using Fuzzy Reliability-Based Growing Region Method. - Masaya Shoji; Taichi Watanabe; Keisuke Nagashima; Ryohei Michikawa; Naoyuki Kubota (IJCNN, 2024)