While what Ants Aasma says roughly describes the difference, I don't think it is particularly informative as to why you might do such a thing.
As far as links go, you are asking a very basic question in image processing, and any decent introductory textbook on the subject will describe this. If I remember correctly, Gonzales and Woods is decent on it, but I'm away from my books and can't check.
Now on to the particulars, it should help to think about what you are doing fundamentally. You have a square lattice of measurements that you want to interpolate new values for. In the simple case of upsampling, lets imagine you want a new measurement in between every one that you already have (e.g. double the resolution).
Now you won't get the "correct" value, because in general you don't have that information. So you have to estimate it. How to do this? A very simple way would be to linearly interpolate. Everyone knows how to do this with two points, you just draw a line between them, and read the new value off the line (in this case, at the half way point).
Now an image is two dimensional, so you really want to do this in both the left-right and up-down directions. Use the result for your estimate and voila you have "bilinear" interpolation.
The main problem with this is that it isn't very accurate, although it's better (and slower) than the "nearest neighbor" approach which is also very local and fast.
To address the first problem, you want something better than a linear fit of two points, you want to fit something to more data points (pixels), and something that can be nonlinear. A good trade off on accuracy and computational cost is something called a cubic spline. So this will give you a smooth fit line, and again you approximate your new "measurement" by the value it takes in the middle. Do this in both directions and you've got "bicubic" interpolation.
So that's more accurate, but still heavy. One way to address the speed issue is to use a convolution, which has the nice property that in the Fourier domain, it's just a multiplication, so we can implement it quite quickly. But you don't need to worry about the implementation to understand that the convolution result at any point is one function (your image) being integrated in product another, typically much smaller support (the part that is non-zero) function called the kernel), after that kernel has been centered over that particular point. In the discrete world, these are just sums of the products.
It turns out that you can design a convolution kernel that has properties quite like the cubic spline, and use that to get a fast "bicubic"
Lancsoz resampling is a similar thing, with slightly different properties in the kernel, which primarily means they will have different characteristic artifacts. You can look up the details of these kernel functions easily enough (I'm sure wikipedia has them, or any intro text). The implementations used in graphics programs tend to be highly optimized and sometimes have specialized assumptions which make them more efficient but less general.