The canvas2d dataURL-methods (and LC's base64-methods) are so far optimized that
it is even slower if one directly sends and receives arrays, I tried it.

There could be more gain (what would give a speed-up-factor of up to 500) by
using webGL, but this has issues with some 'black-listed' graphic cards. Also
this is interesting for video-postprocessing/ animations/ 3D-Rendering only.

For image processing canvas2d is fast enough and _very_ comfortable for complex
filtering by internally using Uint8ClampedArrays.
My HTML5/JS template given in the speedCcomparison stack is as simple as 
possible
so that for a LiveCoder who ever worked with imageData, to write the basic image
filters is learned in 15 minutes.
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