Oo, those sizes (62322 x 50946) are way outside what you can use with canvas - even in 2013. ::-)
The max current supported size in the major browsers vary between some 6-15000 points depending on implementation (a few months back only 6-8000). It is related to actual need with most techniques as well as hardware acceleration, memory etc.
The raw size of the image you want to use is 11.83 GB (RGB + alpha as canvas uses RGBA only). In addition you will have to store the source image somewhere in memory before you can paint it to canvas which means you are up in 23+ GB memory usage even before the fun begin. This will force paging on most computers which will make everything very slow.
What you need to implement here is tiling/caching/buffering technique (think Google maps - this is why they tile their maps).
Describing this is perhaps a bit too broad for this Q&A site so I can also suggest you look at for example PanJS3 or Leaflet. Disclaimer: I don't know these libraries but you can at least study them to see how they deal with large images/maps.