Queue_Surface DX11

you might know ParticlesGPU_3d_Queue_Surface, which i used a lot. i want to move on to dx11 now and i’m slightly confused how to make this shader work.

question: what would be the best way to translate this into dx11 ?

what confuses me are all the different techniques. whats preferable: a geometry shader with a grid and modifying the grid points line by line
a buffer/texture shader with a defined size, adding values line by line
or compute shader ??? wtf ;)

how could this be translated back into a surface?

you see, total confusion. i understood the texture buffer concept in dx9 but dx11 is just too much ways it seems.

i just need hints or pseudo code, no real code