Implemented by Nolan Caudill, code on github here
Error-diffusion means that the algorithm goes pixel by pixel, rounds the individual R, G, and B channels to either 0x00 or 0xff, and then distributes those differences (which the algorithm calls the "quantization error") in differing amounts to pixels further down the line. It being a 3-bit dithering means that your red, blue, and green channels are represented by a single bit (off or on), giving you a total of 8 colors.
The demo also does halftone dithering and Bayer dithering (just 1 bit) which don't use error-diffusion, which for these two makes the patterns evident that error-diffusion usually lessens.
This runs completely client-side, using the FileReader and canvas APIs. If you have a somewhat modern browser, this should work. Also, you can right-click and save the result of the dithering.