Libraries like LibGDX exist so that you don’t need to deal with OpenGL boilerplate.
I’ve been writing my own series that covers various LWJGL and LibGDX topics.
Some articles you might find useful:
Textures - Explains how textures work in detail. This is basically how LibGDX’s Texture class works under the hood.
Sprite Batch - Intro to sprite batchers.
Shaders - a series on GLSL and shaders. More useful for LWJGL devs, or those looking to get extra power/performance out of LibGDX.
The truth is, you don’t need to know any of the “low level” stuff (like glTexImage2D, or GLSL) if you are using LibGDX. It’s a flexible API with a lot of high level utilities; see the following example to get an idea of how easy it is to manipulate textures, play sounds, and handle input:
http://www.java-gaming.org/?action=pastebin&id=358
LibGDX comes with a GUI tool to easily setup projects in Eclipse. There is also tons of documentation on it:
http://libgdx.badlogicgames.com/documentation.html
Keep in mind, even if you do use OpenGL and hardware acceleration (be it LibGDX or LWJGL), you will still have the issue of decoding hundreds of PNG files, and uploading them to the GPU at a steady frame rate. Like we have all been saying, you are going about this the wrong way… 
P.S. Don’t expect to find a media player in LWJGL that will be easy for a newbie to drag and drop into their project. If you really need media playback, and you are new to OpenGL, you’d have a much easier time using Unity3D or another platform.