| 2026 | FDG | Sketch-based Deposition Modeling of Voxel Game Stages. | Yuta Nakayama, Seung-Tak Noh, Haoran Xie, Kazunori Miyata, Tsukasa Fukusato |
| 2025 | HCI | Estimating Subjective Evaluation on Drinking Experiences Using fNIRS Sensing. | Hung Le, Duc Tran Minh, Takeshi Amiya, Satoshi Tezaki, Takashi Iimure, Toru Shioi, Kazunori Miyata, Shogo Okada |
| 2024 | SIGGRAPH | Emerging Approaches in CG Education Aimed at Enhancing Visual Communication Skills through Reverse Engineering. | Harutaka Matsunaga, Kazunori Miyata |
| 2024 | SIGGRAPH | Bridging the Gap between Education and Practice in Japan's CG Industry: A Focus on Diversity and Evolving Perceptions. | Harutaka Matsunaga, Kazunori Miyata |
| 2024 | SiggraphA | An Emerging Approach to Look Development Using Reverse Engineering and Mind Mapping in Animation Education Centered on Entertainment-Related 3D Computer Graphics in Japan. | Harutaka Matsunaga, Kazunori Miyata |
| 2023 | HCI | Interactive Avatar Creation System from Learned Attributes for Virtual Reality. | Tomohiro Hibino, Haoran Xie, Kazunori Miyata |
| 2023 | SIGGRAPH | AniFaceDrawing: Anime Portrait Exploration during Your Sketching. | Zhengyu Huang, Haoran Xie, Tsukasa Fukusato, Kazunori Miyata |
| 2023 | SiggraphA | Bridging the Gap: Sustainable Collaboration between CG Production and Educational Institutions. | Harutaka Matsunaga, Yukari Nagai, Kazunori Miyata |
| 2022 | CW | Sketch-based City Generation Using Procedural Modeling and Generative Model. | Junya Kanda, Yi He, Haoran Xie, Kazunori Miyata |
| 2022 | CW | EEG-based Evaluation on Intuitive Gesture Interaction in Virtual Environment. | Jen-Tun Lee, R. P. C. Janaka Rajapakse, Kazunori Miyata |
| 2022 | CW | A Drawing Support System for Sketching Aging Anime Faces. | Sicheng Li, Haoran Xie, Xi Yang, Chia-Ming Chang, Kazunori Miyata |
| 2022 | CW | Kinetic Faade Design with Eshelby Twist for Sunlight Exposure Reduction. | Sukhum Sanakaewthong, Kazunori Miyata, Teerayut Horanont, Haoran Xie, Jessada Karnjana |
| 2022 | HCI | ILoveEye: Eyeliner Makeup Guidance System with Eye Shape Features. | Hange Wang, Haoran Xie, Kazunori Miyata |
| 2021 | HCI | A Study on Scale Construction of Adjective Pairs for Evaluating Audiovisual Effects in Video Games. | Takashi Nakamura, Kazunori Miyata, Haruki Yamamoto, Hisashi Sato |
| 2021 | HCI | SketchMeHow: Interactive Projection Guided Task Instruction with User Sketches. | Haoran Xie, Yichen Peng, Hange Wang, Kazunori Miyata |
| 2021 | SCA | Two-Stage Motion Editing Interface for Character Animation. | Yichen Peng, Chunqi Zhao, Zhengyu Huang, Tsukasa Fukusato, Haoran Xie, Kazunori Miyata |
| 2019 | CHI | BalloonFAB: Digital Fabrication of Large-Scale Balloon Art. | Haoran Xie, Yichen Peng, Naiyun Chen, Dazhao Xie, Chia-Ming Chang, Kazunori Miyata |
| 2018 | IC3K | Estimating the Value of Multiplayer Modes in Video Games: An Analysis of Sales, Ratings, and Utilization Rates. | Eric Nelson Bailey, Kazunori Miyata |
| 2016 | MMM | Edit-Based Font Search. | Ken Ishibashi, Kazunori Miyata |
| 2016 | SIGGRAPH | Cube art. | Naoki Kita, Kazunori Miyata |
| 2015 | MIG | Pattern-guided simulations of immersed rigid bodies. | Haoran Xie, Kazunori Miyata |
| 2013 | CW | Effective Feature Description Using Intensity Order Local Binary Pattern. | Thao-Ngoc Nguyen, Bac Le, Kazunori Miyata |
| 2013 | SIGGRAPH | Stochastic modeling of immersed rigid-body dynamics. | Haoran Xie, Kazunori Miyata |
| 2011 | TrustCom | Modeling Trees with Rugged Surfaces. | Atsushi Mizoguchi, Kazunori Miyata |
| 2011 | SiggraphA | Free fall motion synthesis. | Haoran Xie, Kazunori Miyata |
| 2011 | SiggraphA | Interactive procedural modeling of pebble mosaics. | Naoki Kita, Kazunori Miyata |
| 2010 | SIGGRAPH | Practical 3D decoration on flat media with anisotropic reflection. | Eriko Kimura, Naoki Kawai, Kazunori Miyata |
| 2010 | SiggraphA | A rule-based method for generating bookshelf models. | Naoki Kita, Kazunori Miyata |
| 2010 | SiggraphA | Procedural modeling of multiple rocks piled on flat ground. | Kaisei Sakurai, Kazunori Miyata |
| 2009 | SIGGRAPH | An education method for VR content creation using groupwork. | Kazunori Miyata, Katsuhiro Umemoto, Takeo Higuchi |
| 2008 | SIGGRAPH | Landscape bartender: landscape generation using a cocktail analogy. | Takahiko Noda, Kentarou Nomura, Naoyuki Komuro, Tao Zheng, Chen Yang, Kazunori Miyata |
| 2007 | SIGGRAPH | Leather texture generation considering sulci flow. | Kaisei Sakurai, Kazunori Miyata, Naoki Kawai, Kazuo Matsufuji |
| 2007 | SIGGRAPH | Baked crepe texture generation. | Kaisei Sakurai, Akihiko Shirai, Fabien Goslin, Kazunori Miyata |
| 2006 | SIGGRAPH | Leather texture generation. | Kazunori Miyata, Yoshiyuki Sakaguchi, Koji Imao, Yoshitake Hatada, Atsushi Fujita, Ryotaro Suzaki |
| 2005 | IV | Enhanced SIC (Synergistic Image Creator) for Artistic Use. | Atsushi Kasao, Kazunori Miyata |
| 2005 | SIGGRAPH | Development of robotic TV game player using haptic interface and GPU image recognition. | Akihiko Shirai, Masafumi Takahashi, Kazunori Miyata, Makoto Sato, Simon Richir |
| 2005 | SIGGRAPH | Ton | Hiroshi Yabu, Yousuke Kamada, Masafumi Takahashi, Yukihiko Kawarazuka, Kazunori Miyata |
| 2004 | SIGGRAPH | Algorithmic painter: a NPR method to generate various styles of painting. | Atsushi Kasao, Kazunori Miyata |
| 1998 | SIGGRAPH | Hairstyle simulation system. | Kazunori Miyata |
| 1990 | SIGGRAPH | A method of generating stone wall patterns. | Kazunori Miyata |