This may not be of any help to you, but I’ve seen an effect similar to that implemented as follows:
The effect consists of a set of dynamic (constantly changing) curves. In OpenGL you could try rendering the curves as polylines using line primitives, or (this might be more effective) as line meshes textured appropriately so that the edges of the curves are antialiased (i.e. no ‘jaggies’).
There are then two keys to the visual effect. First, instead of clearing the screen between each buffer, render a fullscreen black quad with alpha < 1; this should create an ‘afterimage’ effect similar to your examples. Second, render the curves using additive blending (you can try it without additive blending, but I’m guessing additive will get you closer to the desired results).
The hardest part is probably manipulating the curves in a reasonable way. My guess is that some kind of parametric curve is used with the control points moved a little each update.
To be clear, I don’t know how the effects in your specific examples are done. But, I have seen similar effects done as described above.