I have a sprite that animates using a sprite sheet. He is only 16×16, but I want to scale him up to around 64×64 in all its pixel-y goodness!

The results are terrible, of course the browser is anti aliasing it. :/
Thanks!
EDIT:
No css needed, here is my draw function.
function drawSprite(offsetx:number,offsety:number,posx:number,posy:number){
ctx.drawImage(img, offsetx*32, offsety*32, 32, 16, posx*32, posy*8, 128, 32);
}
See it kinda working here (codepen)
In case someone ever stumbles upon this again (like me), Webkit supports a
-webkit-optimize-contrastvalue forimage-rendering, which (currently) is an implementation of the nearest neighbor upscaling. It can be applied to both images and canvases.Here’s an example of how it goes.
With this setup, both
WebkitSafari and Gecko/Firefox will enlarge the 16×16 canvas space and the small image to 128×128 with the nearest neighbor algorithm.UPDATE The answer initially stated that Webkit browsers supported this; in fact, as of 2011-12-24, it works with Safari on Mac OS and Chrome on Mac OS, but not with Chrome one Windows (Safari on Windows was not verified), as stated on Issue 106662 of the Chromium bug tracker. Lexically, Chrome on Windows will accept the
-webkit-optimize-contrastvalue in a CSS style sheet, but it won’t have any effect. It is my expectation that it will work someday, and this method will be the right way to get nearest neighbor upscaling, but for now, using this method means Windows Chrome users will have to live with the blurriness.