First of all I am aware there are standard methods of achieving this (readAsDataURL and drawImage), but unfortunately they are not usable for this specific use case.
Edit
A JPEG file isn't a simple byte-array of colour data, and therefore you can't simply load it in like this. If you want to get around this without importing directly into a canvas you'll have to use a JPEG decoding library, such as this project by notmasteryet which I found via a quick google search.
Original
unfortunately they are not usable for this specific use case
Why are they not usable?
// example array
u = new Uint8ClampedArray(4);
u[0] = 255, u[1] = 56, u[2] = 201, u[3] = 8; // [255, 56, 201, 8]
// to String
str = String.fromCharCode.apply(null, u); // "ÿ8É"
// to Base64
b64 = btoa(str); // "/zjJCA=="
// to DataURI
uri = 'data:image/jpeg;base64,' + b64; // "data:image/jpeg;base64,/zjJCA=="
And the reverse
// uri to Base64
b64 = uri.slice(uri.indexOf(',')+1);
// to String
str = atob(b64);
// to Array
arr = str.split('').map(function (e) {return e.charCodeAt(0);});
// to Uint8ClampedArray
u = new Uint8ClampedArray(arr); // [255, 56, 201, 8]