Well, you could make your own graphics library. In that case I suggest you grab a good math book, and get ready to do some rather serious maths. You'd also have to get going and start right now to learn about Windows graphics drivers and Windows Kernel development, or about the X11 API and Linux Kernel programming, or all of those. The documentation is available on the Net.
What OpenGL and other graphics libraries do is provide a relatively simple API so you don't have to reinvent the wheel, and make your own library which would take years before having anything close to what they provide.
Don't get me wrong, even with these nice API's, there is much room for doing 'magic'. Computer graphics are an art in and of themselves. Mastering some of the techniques offered by the libraries require a good knowledge of the maths involved, and of the possibilities offered by the hardware as well.
But, like everything, it can be learnt. If you are interested in doing graphics on a computer, you should start by finding a good source on the subject, there are many online. And start playing with the APIs. OpenGL is a good place to start, but there are also open source libraries that build on that, since drawing polygons ans stuff involves many other aspects of computing. Ogre3d comes to mind, but there are also others.