You can use down-stepping to achieve better results. Most browsers seem to use linear interpolation rather than bi-cubic when resizing images.
(Update There has been added a quality property to the specs, imageSmoothingQuality
which is currently available in Chrome only.)
Unless one chooses no smoothing or nearest neighbor the browser will always interpolate the image after down-scaling it as this function as a low-pass filter to avoid aliasing.
Bi-linear uses 2x2 pixels to do the interpolation while bi-cubic uses 4x4 so by doing it in steps you can get close to bi-cubic result while using bi-linear interpolation as seen in the resulting images.
var canvas = document.getElementById("canvas");_x000D_
var ctx = canvas.getContext("2d");_x000D_
var img = new Image();_x000D_
_x000D_
img.onload = function () {_x000D_
_x000D_
// set size proportional to image_x000D_
canvas.height = canvas.width * (img.height / img.width);_x000D_
_x000D_
// step 1 - resize to 50%_x000D_
var oc = document.createElement('canvas'),_x000D_
octx = oc.getContext('2d');_x000D_
_x000D_
oc.width = img.width * 0.5;_x000D_
oc.height = img.height * 0.5;_x000D_
octx.drawImage(img, 0, 0, oc.width, oc.height);_x000D_
_x000D_
// step 2_x000D_
octx.drawImage(oc, 0, 0, oc.width * 0.5, oc.height * 0.5);_x000D_
_x000D_
// step 3, resize to final size_x000D_
ctx.drawImage(oc, 0, 0, oc.width * 0.5, oc.height * 0.5,_x000D_
0, 0, canvas.width, canvas.height);_x000D_
}_x000D_
img.src = "//i.imgur.com/SHo6Fub.jpg";
_x000D_
<img src="//i.imgur.com/SHo6Fub.jpg" width="300" height="234">_x000D_
<canvas id="canvas" width=300></canvas>
_x000D_
Depending on how drastic your resize is you can might skip step 2 if the difference is less.
In the demo you can see the new result is now much similar to the image element.