Using Compute shaders as a storage medium in graphics application.

I would like to create an empty shader in HLSL. Then I want to parse the scene from 3DS Max and render it using directcompute multithreading models. Could anyone poit at some resources about the matter. Can I kindly ask to send all of the responses to Thank you for your help and support.

AFAIK the compute shader by itself does not do any rendering unless your compute shader is a software emulation of the programmable pipeline. Compute shaders can populate buffers and issue indirect draw calls, however, if the shaders used for the draw call is empty then there will be no visible result.