I’m looking to create a “blob” in a computationally fast manner. A blob here is defined as a collection of pixels that could be any shape, but all connected. Examples:
.ooo....
..oooo..
....oo..
.oooooo.
..o..o..
...ooooooooooooooooooo...
..........oooo.......oo..
.....ooooooo..........o..
.....oo..................
......ooooooo....
...ooooooooooo...
..oooooooooooooo.
..ooooooooooooooo
..oooooooooooo...
...ooooooo.......
....oooooooo.....
.....ooooo.......
.......oo........
Where . is dead space and o is a marked pixel. I only care about “binary” generation – a pixel is either ON or OFF. So for instance these would look like some imaginary blob of ketchup or fictional bacterium or whatever organic substance.
What kind of algorithm could achieve this? I’m really at a loss
David Thonley’s comment is right on, but I’m going to assume you want a blob with an ‘organic’ shape and smooth edges. For that you can use metaballs. Metaballs is a power function that works on a scalar field. Scalar fields can be rendered efficiently with the marching cubes algorithm. Different shapes can be made by changing the number of balls, their positions and their radius.
See here for an introduction to 2D metaballs: https://web.archive.org/web/20161018194403/https://www.niksula.hut.fi/~hkankaan/Homepages/metaballs.html
And here for an introduction to the marching cubes algorithm: https://web.archive.org/web/20120329000652/http://local.wasp.uwa.edu.au/~pbourke/geometry/polygonise/
Note that the 256 combinations for the intersections in 3D is only 16 combinations in 2D. It’s very easy to implement.
EDIT:
I hacked together a quick example with a GLSL shader. Here is the result by using 50 blobs, with the energy function from hkankaan’s homepage.

Here is the actual GLSL code, though I evaluate this per-fragment. I’m not using the marching cubes algorithm. You need to render a full-screen quad for it to work (two triangles). The vec3 uniform array is simply the 2D positions and radiuses of the individual blobs passed with
glUniform3fv.