AI 3D Reconstruction from Photos (NeRF) in a Mobile App

Creating a 3D model from photos directly on a mobile device — a task that seemed like science fiction not long ago. Today, thanks to NeRF and 3D Gaussian Splatting, it's a reality. Most photogrammetry solutions require powerful desktop GPUs and are not adapted for mobile UX — we close this gap by of

Development and support of all types of mobile applications:

Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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AI 3D Reconstruction from Photos (NeRF) in a Mobile App
Complex
from 2 weeks to 3 months

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Creating a 3D model from photos directly on a mobile device — a task that seemed like science fiction not long ago. Today, thanks to NeRF and 3D Gaussian Splatting, it's a reality. Most photogrammetry solutions require powerful desktop GPUs and are not adapted for mobile UX — we close this gap by offering a ready-made pipeline with guided capture and cloud processing. We develop such turnkey solutions for iOS and Android. Our experience: 5+ years in mobile development and 30+ projects in computer vision. We guarantee reconstruction accuracy and full support at all stages. Order development now — get a solution ready for publication.

What problem do we solve?

Manual 3D modeling takes hours and requires skills. Automatic reconstruction often produces artifacts due to poor coverage or low image quality. We eliminate these problems with guided capture and an optimized pipeline based on NeRF and 3D Gaussian Splatting. The user simply walks around the object, following prompts, and our system does the rest. Scenes with reflective or uniform surfaces are particularly challenging — for these we use an adaptive capture strategy.

What to choose: NeRF, Gaussian Splatting, or photogrammetry?

The three technologies solve the same task: 3D object from photos. The difference is fundamental:

Method Training Speed Render Time Quality Editability
Classic NeRF Hours–days Slow High Poor
InstantNGP/Nerfacto 5–30 min Fast Good Fair
3D Gaussian Splatting 10–40 min Real-time Excellent Good
Photogrammetry (Metashape, COLMAP) 30 min–several hours Instant (mesh) Depends on photos Excellent

For mobile applications, 3D Gaussian Splatting is currently the best balance of speed and quality. It is 3–5 times faster than classic NeRF with comparable quality. For quick AR previews, photogrammetry with a modern COLMAP pipeline is suitable.

How does 3D reconstruction on mobile work?

On-device reconstruction is only possible in limited scenarios (e.g., Apple Object Capture API — only on Mac with Apple Silicon). A practical architecture for mobile:

  1. Guided capture — guided capture with AR overlay (ARKit/ARCore) collects 20–60 photos and camera pose metadata.
  2. On-device validation — check coverage, sharpness, and frame count.
  3. Upload to cloud — compressed images and metadata are sent to a GPU instance.
  4. Point cloud building — COLMAP SfM (if no poses) or metadata import.
  5. Training 3D Gaussian Splatting — 10–40 minutes on T4/A100.
  6. Export — .glb for AR Quick Look, .splat for web viewer.
  7. AR viewing — load model and render via RealityKit/SceneViewer.
Technical requirements for cloud GPUFor training Gaussian Splatting, an NVIDIA GPU with 8+ GB VRAM (T4, A10G, A100) is recommended. Training time ranges from 10 to 40 minutes depending on the number of frames and resolution. We use containerization (Docker + NVIDIA Container Toolkit).

Guided capture on iOS with ARKit

Key UX: the user must walk around the object correctly, otherwise reconstruction will have artifacts.

class GuidedCaptureSession: NSObject { private var arSession: ARSession private var capturedFrames: [(UIImage, simd_float4x4)] = [] // image + camera transform private let targetFrameCount = 40 private let minAngleBetweenFrames: Float = 8.0 // degrees func shouldCaptureFrame(currentTransform: simd_float4x4) -> Bool { guard let lastTransform = capturedFrames.last?.1 else { return true } // Angular distance from the last captured frame let angularDistance = computeAngularDistance(currentTransform, lastTransform) return angularDistance >= minAngleBetweenFrames } var captureProgress: Float { // Estimate orbit coverage around the object let coveredAngles = estimateOrbitCoverage(capturedFrames.map { $0.1 }) return min(coveredAngles / 360.0, 1.0) } } 

The AR overlay shows an "orbit" around the object: green arcs — already captured angles, gray — need to be captured. This reduces the rate of failed reconstructions due to incomplete coverage.

Image quality requirements for AI 3D reconstruction

Before sending to the cloud, basic validation is performed on the device:

func validateCaptureSet(_ frames: [(UIImage, simd_float4x4)]) -> ValidationResult { // Minimum number of frames guard frames.count >= 20 else { return .insufficientFrames(current: frames.count, required: 20) } // Angle coverage (need at least 270° out of 360°) let orbitCoverage = estimateOrbitCoverage(frames.map { $0.1 }) guard orbitCoverage >= 0.75 else { return .insufficientCoverage(coverage: orbitCoverage) } // Average frame sharpness let avgSharpness = frames.map { sharpnessScore($0.0) }.reduce(0, +) / Float(frames.count) guard avgSharpness >= 60.0 else { return .blurryImages } return .valid } 

Backend: Training 3D Gaussian Splatting

ARKit metadata (camera poses) simplifies COLMAP SfM, reducing processing time. If poses are missing, we run SfM from nerfstudio.

# nerfstudio + gsplat pipeline from nerfstudio.cameras.cameras import CameraType from nerfstudio.pipelines.base_pipeline import Pipeline def run_gaussian_splatting( images_dir: Path, camera_poses: list[np.ndarray] | None = None, output_dir: Path = Path("output") ) -> Path: """ If camera_poses are provided (from ARKit) — skip COLMAP SfM. This reduces processing time from 15-20 minutes to 3-5 minutes. """ config = SplatfactoModelConfig( num_downscales=2, # reduce for speed use_scale_regularization=True, max_gauss_ratio=10.0, ) trainer = Trainer(config, output_dir=output_dir) trainer.train() # ~10-40 minutes on GPU (A100: 10 min, T4: 25 min) # Export to web-friendly format export_gaussian_splat(output_dir / "splat.ply") export_glb(output_dir / "model.glb") # for AR Quick Look / SceneViewer return output_dir 

Displaying the result in AR

// iOS: RealityKit Quick Look for .usdz / .glb import RealityKit import ARKit class ModelViewerViewController: UIViewController { func presentARModel(modelURL: URL) { let arView = ARView(frame: view.bounds, cameraMode: .ar) let anchor = AnchorEntity(plane: .horizontal) ModelEntity.loadModelAsync(contentsOf: modelURL) .sink( receiveCompletion: { _ in }, receiveValue: { [weak self] entity in entity.generateCollisionShapes(recursive: true) anchor.addChild(entity) arView.scene.anchors.append(anchor) // Pinch to scale, pan to move arView.installGestures([.scale, .translation, .rotation], for: entity) } ) .store(in: &cancellables) } } 

Timeline and what's included in the work

Stage Duration Result
Analysis and design 3–5 days Technical specification and architecture
Guided capture + validation 5–7 days Capture module with AR overlay
Cloud backend 5–10 days API for upload and training
AR viewing 3–5 days Integration of RealityKit / SceneViewer
Testing and deployment 3–5 days App in App Store / Google Play

Note: what's included: full documentation, source code, cloud service deployment instructions, 3 months of support.

Why trust us with development?

We are certified iOS and Android specialists. With 5+ years of experience, we have delivered 30+ projects with computer vision and AR. We guarantee compliance with App Store Review Guidelines (Section 4.2/5.1) and stable operation with push notifications, deep linking, and in-app purchase. We provide a complete cycle: from idea to publication. Get an engineer consultation — we will help you choose the optimal pipeline for your task.

Contact us — we will evaluate your project within a day. We will answer your questions and offer the best turnkey solution.