Thanks @GameAlchemist.
I found this to work for me.
// get the image data (16 bit unsigned array of intensities) from the ArrayBuffer
pixelData = new Uint8Array(arraybuffer, frameOffset, numPixels);
// set up canvas
var imageCanvas = document.getElementById('canvas_1');
imageCanvas.setAttribute("width", rows);
imageCanvas.setAttribute("height", columns);
var ctx = imageCanvas.getContext('2d');
// imageData is Uint8ClampedArray
var imageData = ctx.getImageData(0, 0, imageCanvas.width, imageCanvas.height);
// this part seems slow :(
for(var i = 0; i < numPixels; i++) {
imageData.data[4*i] = (pixelData[i]*255)/4095;
imageData.data[4*i+1] = (pixelData[i]*255)/4095;
imageData.data[4*i+2] = (pixelData[i]*255)/4095;
imageData.data[4*i+3] = 255;
}
ctx.putImageData(imageData, 0, 0);
The above works flawlessly.
Is there something that I am missing which can make it faster ?