<html>
 <head>
   <script type="application/javascript">
     function draw(){
     var canvas = document.getElementById("canvas");
     var ctx = canvas.getContext("2d");
     var imageObj = new Image();

    imageObj.src = "negro.jpg";
        for (i=0; i<=500; i++){
       for(j = 0; j<=500; j++){
        var num = Math.random();
        if(num > 0.5){
             ctx.drawImage(imageObj, i, j);
                }
}}

}
   </script>
 </head>
 <body onload="draw()">
   <canvas id="canvas" width="3000" height="3000"></canvas>
 </body>
</html>