The best article I have ever read on this topic is The Perils of Image.getScaledInstance() (web archive).
In short: You need to use several resizing steps in order to get a good image. Helper method from the article:
public BufferedImage getScaledInstance(BufferedImage img,
int targetWidth,
int targetHeight,
Object hint,
boolean higherQuality)
{
int type = (img.getTransparency() == Transparency.OPAQUE) ?
BufferedImage.TYPE_INT_RGB : BufferedImage.TYPE_INT_ARGB;
BufferedImage ret = (BufferedImage)img;
int w, h;
if (higherQuality) {
// Use multi-step technique: start with original size, then
// scale down in multiple passes with drawImage()
// until the target size is reached
w = img.getWidth();
h = img.getHeight();
} else {
// Use one-step technique: scale directly from original
// size to target size with a single drawImage() call
w = targetWidth;
h = targetHeight;
}
do {
if (higherQuality && w > targetWidth) {
w /= 2;
if (w < targetWidth) {
w = targetWidth;
}
}
if (higherQuality && h > targetHeight) {
h /= 2;
if (h < targetHeight) {
h = targetHeight;
}
}
BufferedImage tmp = new BufferedImage(w, h, type);
Graphics2D g2 = tmp.createGraphics();
g2.setRenderingHint(RenderingHints.KEY_INTERPOLATION, hint);
g2.drawImage(ret, 0, 0, w, h, null);
g2.dispose();
ret = tmp;
} while (w != targetWidth || h != targetHeight);
return ret;
}