To my knowledge, you cannot draw images directly to the screen. You must have a sprite that is tied to an image in order to render it.
Not to worry, though, sprites are very lightweight. They don't use up a lot of memory, and you can create, modify and destroy thousands of them each second without a large impact on performance.
It might just seem like another hurdle you have to jump through in your case, but the system makes a lot of sense when you have to deal with thousands of them each being transformed in different ways.
You could just create a function that takes an image and an x and y location and then, inside the function, create a sprite and render it in the correct location. If you keep everything else at the default, it won't change the image any.