I assume you mean, to load an image into the canvas and not uploading the image from the canvas.
It'd probably be a good idea to read through all the canvas articles they have over here
https://developer.mozilla.org/en-US/docs/Web/Guide/HTML/Canvas_tutorial/Using_images
But basically what you want to do is create an image in javascript, and set the image.src = to whatever the file location is. In the case of loading images from the user on their end, you're going to want to use the File System API.
Threw together a brief example here: http://jsfiddle.net/influenztial/qy7h5/
function handleImage(e){
var reader = new FileReader();
reader.onload = function(event){
var img = new Image();
img.onload = function(){
canvas.width = img.width;
canvas.height = img.height;
ctx.drawImage(img,0,0);
}
img.src = event.target.result;
}
reader.readAsDataURL(e.target.files[0]);
}
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