Yes. Start with the rotation part of the camera-to-world matrix (inverse of the world-to-camera matrix, if that's what you meant by "view matrix"). Set the translation part of the matrix to zero. This will make the quads rotate with the camera. Then, given that the quads have the correct initial orientation, they will face the camera. That is, if the camera setup is such that an identity view matrix results in the camera looking along the +X axis (for example), the quads should be set up to face -X before the camera-facing matrix is applied.
This will make the quads parallel to the image plane. In some cases you might prefer that quads turn to directly face the camera rather than facing the image plane; that approach gives a different look that can be better or worse depending on the situation. Making the quads directly face the camera will require a different matrix for each quad, though, computed like Patrick Hughes suggested in his comment.