In addition to the blog post, here are the other things we've published today:
Code: https://github.com/facebook/openzl
Documentation: https://openzl.org/
White Paper: https://arxiv.org/abs/2510.03203
Code: https://github.com/facebook/openzl
Documentation: https://openzl.org/
White Paper: https://arxiv.org/abs/2510.03203
You mentioned something about grid structured data being in the plans - can you give more details?
Have you done experiments with compressing BCn GPU texture formats? They have a peculiar branched structure, with multiple sub formats packed tightly in bitfields of 64- or 128-bit blocks; due to the requirement of fixed ratio and random access by the GPU they still leave some potential compression on the table.