images sequence animation on scroll with canvas

I want to develop an images sequence inside a canvas based on mouse scrollin:
when the sequence ended the canvas has to stop being fixed restoring a standard scroll
that reveils the content under the sequence, how can do that?

this is the pen
https://codepen.io/balestra78/pen/rNGqyyE

this is the code

— HTML —

<canvas id="hero-lightpass"></canvas>
  <div id="lipsum">... content after sequence ...</div>

— CSS —

body {
  padding: 0;
  margin: 0;
}

canvas {
  position: fixed;
}

#lipsum {
  padding-top: 900px;
  height: 200vh;
}

— JS —

const html = document.documentElement;
const canvas = document.getElementById("hero-lightpass");
const lipsum = document.getElementById("lipsum");
const context = canvas.getContext("2d");

const frameCount = 49;
const currentFrame = index => (
  `https://calcionapp.it/test/AdobeStock_320972514_Video_HD_Preview${index.toString().padStart(4, '0')}.jpg`
)

const preloadImages = () => {
  for (let i = 1; i < frameCount; i++) {
    const img = new Image();
    img.src = currentFrame(i);
  }
};

const img = new Image()
img.src = currentFrame(1);
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
img.onload = function () {
  scaleToFill(this)
}

const updateImage = index => {
  img.src = currentFrame(index);
  scaleToFill(img)
}

window.addEventListener('scroll', () => {
  const scrollTop = html.scrollTop;
  const maxScrollTop = html.scrollHeight - window.innerHeight;
  const scrollFraction = scrollTop / maxScrollTop;

  const frameIndex = Math.min(
    frameCount - 1,
    Math.ceil((scrollFraction * frameCount))
  );
  requestAnimationFrame(() => updateImage(frameIndex + 1))
  if (frameIndex > 47) {
    canvas.style.position = 'relative';
  } else {
    canvas.style.position = 'fixed';
  }
});

function scaleToFill(img) {
  // get the scale
  var scale = Math.max(canvas.width / img.width, canvas.height / img.height);
  // get the top left position of the image
  var x = (canvas.width / 2) - (img.width / 2) * scale;
  var y = (canvas.height / 2) - (img.height / 2) * scale;
  context.drawImage(img, x, y, img.width * scale, img.height * scale);
}

preloadImages()