I got your private message, and off I go, sorry if its a disappointment.
Im sorry - I havent done displacement mapping IN AGES!!! so i cant give you a quick solution that kicks ass.
I dont know how much work you want to put into this, because I would never bother. But if having that extra little bit right, is important for some reason I have no idea why, if its some aesthetic thing then its not important at all.
If u dont care about accuracy, and it is just aesthetic - Just tesselate it, then blur adjacent positions all together - but this will make it all shrink. - but its easy.
But your going to have to get your tesselator working on your gpu, or itll go so slow its not funny having that many points to actually view it, and see it move.
A more accurate way, is to have the sphere when its hi detail, then give every vertex a matrix instead of a normal, then just make the normal map by getting the normal from the high detail sphere and putting it on the low detail, and if you want the EXACT HEIGHT - its harder, u could rotate it by the matrices on the points and then measure the height off the origin.
There is hardcore nurbs subdivision which will do what that last image looks like (be more accurate and actually 'push out') but I wouldnt touch it with 10 foot bargepole because its a NIGHTMARE to code the damn thing! its a gpu implementation that finds the surface explicitly, instead of just shrink blurring it. but I would never frekin bother! its a waste of time.
What I recommend is just doing the normal map, and not worrying about the actual points. Because its just not worth the effort.
So theres my 2c