1992
Gary Tregaskis creates Flame (original name Flash). First demoed at NAB in a Discreet suite, Flame officially launches at Siggraph. Flame is used on Super Mario Brothers movie.
1992
3D compositing is invented via 3D Effects module: for the 1st time, artists can composite one layer in 3D that includes lights, displacement mapping, 3D camera and more.
1993
Flame is 1st computer-based system to support real-time uncompressed video i/o via the Sirius video board. The Stabilizer, the fastest 2D tracker in the industry, is debuted.
1994
Action, the 1st multi-layer 3D compositing system comes to life. The premiere issue of "Logik, a magazine for the digitally correct" comes out.
1995
Action makes its real entrance by integrating the Compositor and the 3D Effects Module: single-layer 2D and 3D compositing are merged in a multi-layer 3D compositing environment.
1995
Action can import 3D OBJ geometries making it the first compositing application to mix 2D images and 3D geometry. Displacement mapping and Stabilizer are also integrated.
1995
The Batch rendering module debuts enabling artists to work on multiple setups and render in one go.
1996
First showing of Autodesk® Inferno® software at NAB. Features in the upcoming Flame release (version 5) are showcased at the user group to much acclaim.
1997
Flame is the first compositing application to feature a 3D particle system fully integrated into a 3D compositing environment. GMasks redesigned with an Action-like schematic.
1997
Dramatic performance improvements are made to the Stabilizer and 2D tracking achieves new levels of speed and interactivity. Trackable AutoPaint is introduced.
1998
A huge year, Flame is used in the making of major blockbusters: Titanic and Armageddon. 2D tracking gets noticed with industry awards.
1998
The fast transfer of images between Flame stations is enabled via Wire, a dedicated high-speed network (over 80 MB/sec via hippi).
1998
The foundation is laid to transform the Batch rendering module into the procedural compositor we know today.
1998
The Modular Keyer and Color Warper first appear, bringing 3D flow-graph-based keying and selective color correction to Flame. Extended bicubics are introduced in Action.
1999
1998 Scientific and Technical Academy Award® goes to Gary Tregaskis, Dominique Boisvert, Phillippe Panzini and Andre LeBlanc for design and development of Flame and Inferno.
1999
Autodesk acquires Discreet Logic Inc. Discreet Logic becomes the division known as Discreet.
2000
The 3D tracker is introduced - and Flame is the first compositing application to integrate 3D tracking directly into its 3D compositing environment.
2000
Tracer and advanced gradients introduced so artists can key using GMask vertices. Flame is the first compositing application to support HD uncompressed video I/O.
2000
Projection mapping in Action enables artists to project textures, images, etc. onto surfaces and geometry.
2003
Mixed resolution project support lets artists import different resolution shots into a project and convert from one res to another.
2003
The Batch workflow is greatly advanced – with a new editing timeline, an integrated Action module, and proxy processing.
2003
Burn background rendering debuts, enabling artists to offload rendering tasks to a render farm.
2004
Flame is improved with soft importing and proxy-based workflows as well as 3D LUT support. Master Keyer is introduced for 1-click keying.
2006
In April, Flame transitions from SGI to the Linux operating system. Flame renders complex 3D composites more than 20 times faster than on previous SGI-based workstations.
2006
Interoperability is enabled between Flame and Lustre via Wiretap
2007
100% clip compatibility between Flame and Smoke enables lossless round-tripping between the applications. Flame UI transitions to 16 by 9 and Action gets the look we know today.
2007
Collaborative SAN-based workflows are enabled by the introduction of StandardFS support.
2008
Batch features an integrated multi-layer timeline with soft effects enabling 100% timeline compatibility between Flame and Smoke, making it easier to switch between products.
2008
Batch is integrated into the Flame timeline with BFX. 3D tracking is redesigned around a new high-speed 3D tracking algorithm. Object tracking is introduced.
2009
3D text capabilities are greatly enhanced with the new 3D path for text and character-based animation. Flame supports 16-bit float workflows and rendering.
2009
Flare, the fully compatible Batch-centric creative companion to Flame, is launched at NAB. Multi-layer timeline exchange between Flame and Lustre is introduced.
2010
End-to-end Stereoscopic 3D finishing workflow is introduced with a full S3D timeline, compositing, and effects toolset.
2010
Pixel shader rendering pipeline and procedural texture presets are introduced in Action. Lighting and photorealistic texturing of surfaces (map support) can now be done in Flame.
2010
Flame Premium released to address the convergence of color grading and visual effects in high-end post. Flame FX first appears in an extension release, a sign of things to come.
2011

Groundbreaking relighting tools let artists dramatically change the look of images using light types, shading, shadow casting, rays, lens flares, blooming, and ambient occlusion.
2011
GMasks are integrated into Action with shape tracking capabilities, enabling artists to mask objects directly within the 3D environment.
2011
Significant additions are made to Flame FX with tools like Pixel Spread, Depth of Field, Denoise, Damage and Stylize.
2012

Flame celebrates 20 years of industry leading visual effects – and counting!
2012