Compute Shader Particles Strategy

I really like working in glsl in td and the atomic counter / compute shader technique like David Brauns Compute shader for Particles workflow. link , but I’m having trouble adapting it for my needs.

I would like to have static particles make up the video image and optical flow moves the particles around, while a velocity also pulls them back to their original coordinates.

In Davids technique he uses random lookup and atomic counter to add vertices above a threshold to a compute shader. For my purposes would i want to use a different atomic operation to add to the compute shader, such as, atomicCounterAnd, Or?

I’d really appreciate any help, or a point in the right direction.