This document provides an introduction to 2D graphics using OpenGL. It discusses why OpenGL is a useful industry standard API for 2D and 3D graphics. It explains that learning 2D graphics first is a good stepping stone towards 3D as many concepts are easier to understand in 2D without lights, cameras, etc. The document outlines some of the key components of graphics platforms, including retained vs immediate mode, and how early graphics platforms had limitations that modern ones address through features like hierarchical scenes and device independence. It then introduces OpenGL specifics like shaders, coordinate systems, transformations using matrices, and providing an example clock application to demonstrate drawing a simple 2D shape by setting up vertex buffers and rendering.