The steps would look like this:
1) Run the compute pass which writes out positions into an
AppendStructuredBuffer.
2) Copy the size of the structured buffer into an indirect draw buffer
(misc flag = D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS) by using the
CopyStructureCount method.
3) Render the instanced objects by using DrawInstancedIndirect; access
the data in the form of a StructuredBuffer and index it by the
instance ID as usual.