This document discusses the computer graphics pipeline. It describes the key stages of the pipeline including modeling, transforms, lighting calculations, viewing transforms, clipping, projection transforms, and rasterization. It also provides details on OpenGL and how it implements aspects of the graphics pipeline such as specifying the camera viewpoint using functions like gluLookAt. Finally, it gives an example of how to implement camera rotation in an OpenGL application to view a 3D scene from different angles.